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https://github.com/MaSzyna-EU07/maszyna.git
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maintenance: imgui update to v 1.73
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@@ -1,8 +1,10 @@
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// ImGui Renderer + Platform Binding for: Marmalade + IwGx
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// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of ImGui)
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// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
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// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// Missing features:
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// [ ] Renderer: Clipping rectangles are not honored.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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@@ -10,6 +12,9 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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@@ -37,12 +42,12 @@ static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f);
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
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{
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// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
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ImGuiIO& io = ImGui::GetIO();
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draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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// Avoid rendering when minimized
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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// Render command lists
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for(int n = 0; n < draw_data->CmdListsCount; n++)
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
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@@ -51,9 +56,9 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
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CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
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CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
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for( int i=0; i < nVert; i++ )
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for (int i = 0; i < nVert; i++)
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{
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// TODO: optimize multiplication on gpu using vertex shader/projection matrix.
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// FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix.
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pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
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pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
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pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
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@@ -75,6 +80,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
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}
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else
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{
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// FIXME: Not honoring ClipRect fields.
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CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
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pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
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pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
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@@ -162,8 +168,7 @@ int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
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{
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ImGuiIO& io = ImGui::GetIO();
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s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
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if ((e->m_Char > 0 && e->m_Char < 0x10000))
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io.AddInputCharacter((unsigned short)e->m_Char);
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io.AddInputCharacter((unsigned int)e->m_Char);
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return 0;
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}
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@@ -214,6 +219,8 @@ void ImGui_Marmalade_InvalidateDeviceObjects()
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bool ImGui_Marmalade_Init(bool install_callbacks)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
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io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
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io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
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@@ -229,6 +236,7 @@ bool ImGui_Marmalade_Init(bool install_callbacks)
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io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
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io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
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io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
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io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter;
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io.KeyMap[ImGuiKey_A] = s3eKeyA;
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io.KeyMap[ImGuiKey_C] = s3eKeyC;
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io.KeyMap[ImGuiKey_V] = s3eKeyV;
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