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-rw-r--r--lib/imgui-1.92.6/examples/README.txt12
-rw-r--r--lib/imgui-1.92.6/examples/example_allegro5/README.md36
-rw-r--r--lib/imgui-1.92.6/examples/example_allegro5/example_allegro5.vcxproj185
-rw-r--r--lib/imgui-1.92.6/examples/example_allegro5/example_allegro5.vcxproj.filters61
-rw-r--r--lib/imgui-1.92.6/examples/example_allegro5/imconfig_allegro5.h11
-rw-r--r--lib/imgui-1.92.6/examples/example_allegro5/main.cpp151
-rw-r--r--lib/imgui-1.92.6/examples/example_android_opengl3/CMakeLists.txt40
-rw-r--r--lib/imgui-1.92.6/examples/example_android_opengl3/android/.gitignore14
-rw-r--r--lib/imgui-1.92.6/examples/example_android_opengl3/android/app/build.gradle37
-rw-r--r--lib/imgui-1.92.6/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml25
-rw-r--r--lib/imgui-1.92.6/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt40
-rw-r--r--lib/imgui-1.92.6/examples/example_android_opengl3/android/build.gradle5
-rw-r--r--lib/imgui-1.92.6/examples/example_android_opengl3/android/settings.gradle22
-rw-r--r--lib/imgui-1.92.6/examples/example_android_opengl3/main.cpp385
-rw-r--r--lib/imgui-1.92.6/examples/example_apple_metal/Makefile21
-rw-r--r--lib/imgui-1.92.6/examples/example_apple_metal/README.md10
-rw-r--r--lib/imgui-1.92.6/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj522
-rw-r--r--lib/imgui-1.92.6/examples/example_apple_metal/iOS/Info-iOS.plist49
-rw-r--r--lib/imgui-1.92.6/examples/example_apple_metal/iOS/LaunchScreen.storyboard27
-rw-r--r--lib/imgui-1.92.6/examples/example_apple_metal/macOS/Info-macOS.plist30
-rw-r--r--lib/imgui-1.92.6/examples/example_apple_metal/macOS/MainMenu.storyboard93
-rw-r--r--lib/imgui-1.92.6/examples/example_apple_metal/main.mm350
-rw-r--r--lib/imgui-1.92.6/examples/example_apple_opengl2/Makefile21
-rw-r--r--lib/imgui-1.92.6/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj332
-rw-r--r--lib/imgui-1.92.6/examples/example_apple_opengl2/main.mm258
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_metal/Makefile46
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_metal/main.mm184
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_opengl2/Makefile82
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_opengl2/build_win32.bat8
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj186
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters64
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_opengl2/main.cpp179
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_opengl3/Makefile89
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_opengl3/Makefile.emscripten95
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_opengl3/build_win32.bat8
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj187
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters67
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_opengl3/main.cpp216
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_vulkan/CMakeLists.txt47
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_vulkan/Makefile83
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_vulkan/build_win32.bat14
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_vulkan/build_win64.bat14
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj190
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters64
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_vulkan/main.cpp542
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_wgpu/CMakeLists.txt215
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_wgpu/Makefile.emscripten103
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_wgpu/README.md167
-rw-r--r--lib/imgui-1.92.6/examples/example_glfw_wgpu/main.cpp578
-rw-r--r--lib/imgui-1.92.6/examples/example_glut_opengl2/Makefile75
-rw-r--r--lib/imgui-1.92.6/examples/example_glut_opengl2/example_glut_opengl2.vcxproj186
-rw-r--r--lib/imgui-1.92.6/examples/example_glut_opengl2/example_glut_opengl2.vcxproj.filters64
-rw-r--r--lib/imgui-1.92.6/examples/example_glut_opengl2/main.cpp165
-rw-r--r--lib/imgui-1.92.6/examples/example_null/Makefile92
-rw-r--r--lib/imgui-1.92.6/examples/example_null/build_win32.bat3
-rw-r--r--lib/imgui-1.92.6/examples/example_null/example_null.vcxproj178
-rw-r--r--lib/imgui-1.92.6/examples/example_null/example_null.vcxproj.filters57
-rw-r--r--lib/imgui-1.92.6/examples/example_null/main.cpp43
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_directx11/build_win32.bat8
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj187
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters63
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_directx11/main.cpp265
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_metal/Makefile47
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_metal/main.mm191
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_opengl2/Makefile79
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_opengl2/README.md29
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_opengl2/build_win32.bat8
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj186
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj.filters64
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_opengl2/main.cpp190
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_opengl3/Makefile91
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_opengl3/Makefile.emscripten95
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_opengl3/README.md57
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_opengl3/build_win32.bat8
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj187
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters67
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_opengl3/main.cpp240
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/Makefile79
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/README.md25
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/build_win32.bat8
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj187
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj.filters64
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/main.cpp191
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_vulkan/Makefile80
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_vulkan/build_win32.bat14
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_vulkan/build_win64.bat14
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj190
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters64
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_vulkan/main.cpp557
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_wgpu/CMakeLists.txt205
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_wgpu/Makefile.emscripten103
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_wgpu/README.md167
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl2_wgpu/main.cpp543
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_directx11/build_win32.bat8
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj187
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj.filters63
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_directx11/main.cpp260
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_metal/Makefile48
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_metal/main.mm210
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_opengl3/Makefile85
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_opengl3/Makefile.emscripten99
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_opengl3/README.md40
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_opengl3/build_win32.bat14
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_opengl3/build_win64.bat14
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj187
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters67
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_opengl3/main.cpp234
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/Makefile73
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/build_win64.bat14
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj189
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj.filters60
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/main.cpp232
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/Makefile74
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/build_win32.bat8
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj186
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters64
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/main.cpp195
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_vulkan/Makefile77
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_vulkan/build_win32.bat14
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_vulkan/build_win64.bat14
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj190
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj.filters64
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_vulkan/main.cpp560
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_wgpu/CMakeLists.txt207
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_wgpu/Makefile.emscripten103
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_wgpu/README.md167
-rw-r--r--lib/imgui-1.92.6/examples/example_sdl3_wgpu/main.cpp555
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx10/build_win32.bat8
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx10/example_win32_directx10.vcxproj176
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters63
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx10/main.cpp282
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx11/build_win32.bat9
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx11/example_win32_directx11.vcxproj175
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters63
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx11/main.cpp285
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx12/build_win32.bat8
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx12/example_win32_directx12.vcxproj180
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters65
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx12/main.cpp553
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx9/build_win32.bat8
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx9/example_win32_directx9.vcxproj176
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters64
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_directx9/main.cpp274
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_opengl3/build_mingw.bat8
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_opengl3/build_win32.bat8
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_opengl3/example_win32_opengl3.vcxproj176
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters64
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_opengl3/main.cpp253
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_vulkan/build_win32.bat9
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_vulkan/build_win64.bat9
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_vulkan/example_win32_vulkan.vcxproj178
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_vulkan/example_win32_vulkan.vcxproj.filters63
-rw-r--r--lib/imgui-1.92.6/examples/example_win32_vulkan/main.cpp569
-rw-r--r--lib/imgui-1.92.6/examples/imgui_examples.sln221
-rw-r--r--lib/imgui-1.92.6/examples/libs/emscripten/emscripten_mainloop_stub.h38
-rw-r--r--lib/imgui-1.92.6/examples/libs/emscripten/shell_minimal.html65
-rw-r--r--lib/imgui-1.92.6/examples/libs/glfw/COPYING.txt22
-rw-r--r--lib/imgui-1.92.6/examples/libs/glfw/include/GLFW/glfw3.h4227
-rw-r--r--lib/imgui-1.92.6/examples/libs/glfw/include/GLFW/glfw3native.h456
-rw-r--r--lib/imgui-1.92.6/examples/libs/glfw/lib-vc2010-32/glfw3.libbin0 -> 187376 bytes
-rw-r--r--lib/imgui-1.92.6/examples/libs/glfw/lib-vc2010-64/glfw3.libbin0 -> 291120 bytes
-rw-r--r--lib/imgui-1.92.6/examples/libs/usynergy/README.txt8
-rw-r--r--lib/imgui-1.92.6/examples/libs/usynergy/uSynergy.c636
-rw-r--r--lib/imgui-1.92.6/examples/libs/usynergy/uSynergy.h420
164 files changed, 25962 insertions, 0 deletions
diff --git a/lib/imgui-1.92.6/examples/README.txt b/lib/imgui-1.92.6/examples/README.txt
new file mode 100644
index 0000000..1a711e7
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/README.txt
@@ -0,0 +1,12 @@
+New to Dear ImGui?
+- Check out the Getting Started guide: https://github.com/ocornut/imgui/wiki/Getting-Started
+- About Backends: docs/BACKENDS.md file, or on the web: https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md
+- About Examples: docs/EXAMPLES.md file, or on the web: https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md
+
+Backends = Helper code to facilitate integration with platforms/graphics api (used by Examples + should be used by your app).
+Examples = Standalone applications showcasing integration with platforms/graphics api.
+
+A few Examples have extra README files in their respective directory, please check them too!
+
+Once Dear ImGui is running (in either examples or your own application/game/engine),
+run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API.
diff --git a/lib/imgui-1.92.6/examples/example_allegro5/README.md b/lib/imgui-1.92.6/examples/example_allegro5/README.md
new file mode 100644
index 0000000..940b47f
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_allegro5/README.md
@@ -0,0 +1,36 @@
+
+# Configuration
+
+Dear ImGui outputs 16-bit vertex indices by default.
+Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices.
+You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
+We are providing `imconfig_allegro5.h` that enables 32-bit indices.
+Note that the backend supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
+
+# How to Build
+
+### On Ubuntu 14.04+ and macOS
+
+```bash
+g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
+```
+
+On macOS, install Allegro with homebrew: `brew install allegro`.
+
+### On Windows with Visual Studio's CLI
+
+You may install Allegro using vcpkg:
+```
+git clone https://github.com/Microsoft/vcpkg
+cd vcpkg
+bootstrap-vcpkg.bat
+vcpkg install allegro5 --triplet=x86-windows ; for win32
+vcpkg install allegro5 --triplet=x64-windows ; for win64
+vcpkg integrate install ; register include / libs in Visual Studio
+```
+
+Build:
+```
+set ALLEGRODIR=path_to_your_allegro5_folder
+cl /Zi /MD /utf-8 /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. /I ..\..\backends main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
+```
diff --git a/lib/imgui-1.92.6/examples/example_allegro5/example_allegro5.vcxproj b/lib/imgui-1.92.6/examples/example_allegro5/example_allegro5.vcxproj
new file mode 100644
index 0000000..02f6a47
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_allegro5/example_allegro5.vcxproj
@@ -0,0 +1,185 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{73F235B5-7D31-4FC6-8682-DDC5A097B9C1}</ProjectGuid>
+ <RootNamespace>example_allegro5</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_allegro5.cpp" />
+ <ClCompile Include="imconfig_allegro5.h" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_allegro5.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_allegro5/example_allegro5.vcxproj.filters b/lib/imgui-1.92.6/examples/example_allegro5/example_allegro5.vcxproj.filters
new file mode 100644
index 0000000..84881d3
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_allegro5/example_allegro5.vcxproj.filters
@@ -0,0 +1,61 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_allegro5.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="imconfig_allegro5.h">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_allegro5.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_allegro5/imconfig_allegro5.h b/lib/imgui-1.92.6/examples/example_allegro5/imconfig_allegro5.h
new file mode 100644
index 0000000..35afa67
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_allegro5/imconfig_allegro5.h
@@ -0,0 +1,11 @@
+//-----------------------------------------------------------------------------
+// COMPILE-TIME OPTIONS FOR DEAR IMGUI ALLEGRO 5 EXAMPLE
+// See imconfig.h for the full template
+// Because Allegro doesn't support 16-bit vertex indices, we enable the compile-time option of imgui to use 32-bit indices
+//-----------------------------------------------------------------------------
+
+#pragma once
+
+// Use 32-bit vertex indices because Allegro doesn't support 16-bit ones
+// This allows us to avoid converting vertices format at runtime
+#define ImDrawIdx int
diff --git a/lib/imgui-1.92.6/examples/example_allegro5/main.cpp b/lib/imgui-1.92.6/examples/example_allegro5/main.cpp
new file mode 100644
index 0000000..ebb6d76
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_allegro5/main.cpp
@@ -0,0 +1,151 @@
+// Dear ImGui: standalone example application for Allegro 5
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// On Windows, you can install Allegro5 using vcpkg:
+// git clone https://github.com/Microsoft/vcpkg
+// cd vcpkg
+// bootstrap - vcpkg.bat
+// vcpkg install allegro5 --triplet=x86-windows ; for win32
+// vcpkg install allegro5 --triplet=x64-windows ; for win64
+// vcpkg integrate install ; register include and libs in Visual Studio
+
+#include <stdint.h>
+#include <allegro5/allegro.h>
+#include <allegro5/allegro_primitives.h>
+#include "imgui.h"
+#include "imgui_impl_allegro5.h"
+
+int main(int, char**)
+{
+ // Setup Allegro
+ al_init();
+ al_install_keyboard();
+ al_install_mouse();
+ al_init_primitives_addon();
+ al_set_new_display_flags(ALLEGRO_RESIZABLE);
+ ALLEGRO_DISPLAY* display = al_create_display(1280, 800);
+ al_set_window_title(display, "Dear ImGui Allegro 5 example");
+ ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
+ al_register_event_source(queue, al_get_display_event_source(display));
+ al_register_event_source(queue, al_get_keyboard_event_source());
+ al_register_event_source(queue, al_get_mouse_event_source());
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplAllegro5_Init(display);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool running = true;
+ while (running)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ ALLEGRO_EVENT ev;
+ while (al_get_next_event(queue, &ev))
+ {
+ ImGui_ImplAllegro5_ProcessEvent(&ev);
+ if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
+ running = false;
+ if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
+ {
+ ImGui_ImplAllegro5_InvalidateDeviceObjects();
+ al_acknowledge_resize(display);
+ ImGui_ImplAllegro5_CreateDeviceObjects();
+ }
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplAllegro5_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w));
+ ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
+ al_flip_display();
+ }
+
+ // Cleanup
+ ImGui_ImplAllegro5_Shutdown();
+ ImGui::DestroyContext();
+ al_destroy_event_queue(queue);
+ al_destroy_display(display);
+
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_android_opengl3/CMakeLists.txt b/lib/imgui-1.92.6/examples/example_android_opengl3/CMakeLists.txt
new file mode 100644
index 0000000..63531f4
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_android_opengl3/CMakeLists.txt
@@ -0,0 +1,40 @@
+cmake_minimum_required(VERSION 3.6)
+
+project(ImGuiExample)
+
+set(CMAKE_CXX_STANDARD 11)
+set(CMAKE_CXX_STANDARD_REQUIRED ON)
+set(CMAKE_CXX_EXTENSIONS OFF)
+
+add_library(${CMAKE_PROJECT_NAME} SHARED
+ ${CMAKE_CURRENT_SOURCE_DIR}/main.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_demo.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_draw.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_tables.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_widgets.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_android.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_opengl3.cpp
+ ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c
+)
+
+set(CMAKE_SHARED_LINKER_FLAGS
+ "${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate"
+)
+
+target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE
+ IMGUI_IMPL_OPENGL_ES3
+)
+
+target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE
+ ${CMAKE_CURRENT_SOURCE_DIR}/../..
+ ${CMAKE_CURRENT_SOURCE_DIR}/../../backends
+ ${ANDROID_NDK}/sources/android/native_app_glue
+)
+
+target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE
+ android
+ EGL
+ GLESv3
+ log
+)
diff --git a/lib/imgui-1.92.6/examples/example_android_opengl3/android/.gitignore b/lib/imgui-1.92.6/examples/example_android_opengl3/android/.gitignore
new file mode 100644
index 0000000..41afcd5
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_android_opengl3/android/.gitignore
@@ -0,0 +1,14 @@
+build/
+*.iml
+.gradle
+.idea
+.DS_Store
+/captures
+.externalNativeBuild
+.cxx
+local.properties
+
+# Android Studio puts a Gradle wrapper here, that we don't want:
+gradle/
+!gradle/libs.versions.toml
+gradlew*
diff --git a/lib/imgui-1.92.6/examples/example_android_opengl3/android/app/build.gradle b/lib/imgui-1.92.6/examples/example_android_opengl3/android/app/build.gradle
new file mode 100644
index 0000000..e142f19
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_android_opengl3/android/app/build.gradle
@@ -0,0 +1,37 @@
+plugins {
+ alias(libs.plugins.android.application)
+ alias(libs.plugins.kotlin.android)
+}
+
+android {
+ namespace 'imgui.example.android'
+ compileSdk 36
+
+ defaultConfig {
+ applicationId "imgui.example.android"
+ minSdk 24
+ targetSdk 36
+ versionCode 1
+ versionName "1.0"
+ }
+
+ buildTypes {
+ release {
+ minifyEnabled false
+ proguardFiles getDefaultProguardFile('proguard-android-optimize.txt')
+ }
+ }
+ compileOptions {
+ sourceCompatibility JavaVersion.VERSION_11
+ targetCompatibility JavaVersion.VERSION_11
+ }
+ kotlinOptions {
+ jvmTarget = '11'
+ }
+ externalNativeBuild {
+ cmake {
+ path file('../../CMakeLists.txt')
+ version '3.22.1'
+ }
+ }
+}
diff --git a/lib/imgui-1.92.6/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml b/lib/imgui-1.92.6/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml
new file mode 100644
index 0000000..6410b5a
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml
@@ -0,0 +1,25 @@
+<?xml version="1.0" encoding="utf-8"?>
+<manifest xmlns:android="http://schemas.android.com/apk/res/android"
+ xmlns:tools="http://schemas.android.com/tools">
+
+ <application
+ android:label="ImGuiExample"
+ android:allowBackup="false"
+ android:fullBackupContent="false"
+ android:hasCode="true">
+
+ <activity
+ android:name="imgui.example.android.MainActivity"
+ android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
+ android:configChanges="orientation|keyboardHidden|screenSize"
+ android:exported="true">
+ <meta-data android:name="android.app.lib_name"
+ android:value="ImGuiExample" />
+
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN" />
+ <category android:name="android.intent.category.LAUNCHER" />
+ </intent-filter>
+ </activity>
+ </application>
+</manifest>
diff --git a/lib/imgui-1.92.6/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt b/lib/imgui-1.92.6/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt
new file mode 100644
index 0000000..896a88c
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt
@@ -0,0 +1,40 @@
+package imgui.example.android
+
+import android.app.NativeActivity
+import android.os.Bundle
+import android.content.Context
+import android.view.inputmethod.InputMethodManager
+import android.view.KeyEvent
+import java.util.concurrent.LinkedBlockingQueue
+
+class MainActivity : NativeActivity() {
+ public override fun onCreate(savedInstanceState: Bundle?) {
+ super.onCreate(savedInstanceState)
+ }
+
+ fun showSoftInput() {
+ val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
+ inputMethodManager.showSoftInput(this.window.decorView, 0)
+ }
+
+ fun hideSoftInput() {
+ val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
+ inputMethodManager.hideSoftInputFromWindow(this.window.decorView.windowToken, 0)
+ }
+
+ // Queue for the Unicode characters to be polled from native code (via pollUnicodeChar())
+ private var unicodeCharacterQueue: LinkedBlockingQueue<Int> = LinkedBlockingQueue()
+
+ // We assume dispatchKeyEvent() of the NativeActivity is actually called for every
+ // KeyEvent and not consumed by any View before it reaches here
+ override fun dispatchKeyEvent(event: KeyEvent): Boolean {
+ if (event.action == KeyEvent.ACTION_DOWN) {
+ unicodeCharacterQueue.offer(event.getUnicodeChar(event.metaState))
+ }
+ return super.dispatchKeyEvent(event)
+ }
+
+ fun pollUnicodeChar(): Int {
+ return unicodeCharacterQueue.poll() ?: 0
+ }
+}
diff --git a/lib/imgui-1.92.6/examples/example_android_opengl3/android/build.gradle b/lib/imgui-1.92.6/examples/example_android_opengl3/android/build.gradle
new file mode 100644
index 0000000..7f09f7c
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_android_opengl3/android/build.gradle
@@ -0,0 +1,5 @@
+// Top-level build file where you can add configuration options common to all sub-projects/modules.
+plugins {
+ alias(libs.plugins.android.application) apply false
+ alias(libs.plugins.kotlin.android) apply false
+}
diff --git a/lib/imgui-1.92.6/examples/example_android_opengl3/android/settings.gradle b/lib/imgui-1.92.6/examples/example_android_opengl3/android/settings.gradle
new file mode 100644
index 0000000..38b6dc3
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_android_opengl3/android/settings.gradle
@@ -0,0 +1,22 @@
+pluginManagement {
+ repositories {
+ google {
+ content {
+ includeGroupByRegex("com\\.android.*")
+ includeGroupByRegex("com\\.google.*")
+ includeGroupByRegex("androidx.*")
+ }
+ }
+ mavenCentral()
+ gradlePluginPortal()
+ }
+}
+dependencyResolutionManagement {
+ repositoriesMode.set(RepositoriesMode.FAIL_ON_PROJECT_REPOS)
+ repositories {
+ google()
+ mavenCentral()
+ }
+}
+
+include ':app'
diff --git a/lib/imgui-1.92.6/examples/example_android_opengl3/main.cpp b/lib/imgui-1.92.6/examples/example_android_opengl3/main.cpp
new file mode 100644
index 0000000..382006f
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_android_opengl3/main.cpp
@@ -0,0 +1,385 @@
+// dear imgui: standalone example application for Android + OpenGL ES 3
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_android.h"
+#include "imgui_impl_opengl3.h"
+#include <android/log.h>
+#include <android_native_app_glue.h>
+#include <android/asset_manager.h>
+#include <EGL/egl.h>
+#include <GLES3/gl3.h>
+#include <string>
+
+// Data
+static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY;
+static EGLSurface g_EglSurface = EGL_NO_SURFACE;
+static EGLContext g_EglContext = EGL_NO_CONTEXT;
+static struct android_app* g_App = nullptr;
+static bool g_Initialized = false;
+static char g_LogTag[] = "ImGuiExample";
+static std::string g_IniFilename = "";
+
+// Forward declarations of helper functions
+static void Init(struct android_app* app);
+static void Shutdown();
+static void MainLoopStep();
+static int ShowSoftKeyboardInput();
+static int PollUnicodeChars();
+static int GetAssetData(const char* filename, void** out_data);
+
+// Main code
+static void handleAppCmd(struct android_app* app, int32_t appCmd)
+{
+ switch (appCmd)
+ {
+ case APP_CMD_SAVE_STATE:
+ break;
+ case APP_CMD_INIT_WINDOW:
+ Init(app);
+ break;
+ case APP_CMD_TERM_WINDOW:
+ Shutdown();
+ break;
+ case APP_CMD_GAINED_FOCUS:
+ case APP_CMD_LOST_FOCUS:
+ break;
+ }
+}
+
+static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
+{
+ return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
+}
+
+void android_main(struct android_app* app)
+{
+ app->onAppCmd = handleAppCmd;
+ app->onInputEvent = handleInputEvent;
+
+ while (true)
+ {
+ int out_events;
+ struct android_poll_source* out_data;
+
+ // Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
+ while (ALooper_pollOnce(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0)
+ {
+ // Process one event
+ if (out_data != nullptr)
+ out_data->process(app, out_data);
+
+ // Exit the app by returning from within the infinite loop
+ if (app->destroyRequested != 0)
+ {
+ // shutdown() should have been called already while processing the
+ // app command APP_CMD_TERM_WINDOW. But we play save here
+ if (!g_Initialized)
+ Shutdown();
+
+ return;
+ }
+ }
+
+ // Initiate a new frame
+ MainLoopStep();
+ }
+}
+
+void Init(struct android_app* app)
+{
+ if (g_Initialized)
+ return;
+
+ g_App = app;
+ ANativeWindow_acquire(g_App->window);
+
+ // Initialize EGL
+ // This is mostly boilerplate code for EGL...
+ {
+ g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+ if (g_EglDisplay == EGL_NO_DISPLAY)
+ __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
+
+ if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE)
+ __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error");
+
+ const EGLint egl_attributes[] = { EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE };
+ EGLint num_configs = 0;
+ if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE)
+ __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned with an error");
+ if (num_configs == 0)
+ __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config");
+
+ // Get the first matching config
+ EGLConfig egl_config;
+ eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs);
+ EGLint egl_format;
+ eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format);
+ ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format);
+
+ const EGLint egl_context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
+ g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes);
+
+ if (g_EglContext == EGL_NO_CONTEXT)
+ __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT");
+
+ g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, nullptr);
+ eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
+ }
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Redirect loading/saving of .ini file to our location.
+ // Make sure 'g_IniFilename' persists while we use Dear ImGui.
+ g_IniFilename = std::string(app->activity->internalDataPath) + "/imgui.ini";
+ io.IniFilename = g_IniFilename.c_str();;
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplAndroid_Init(g_App->window);
+ ImGui_ImplOpenGL3_Init("#version 300 es");
+
+ // Setup scaling
+ float main_scale = 2.0f;
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale.
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ // - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+
+ // Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
+ //void* font_data;
+ //int font_data_size;
+ //ImFont* font;
+ //font_data_size = GetAssetData("segoeui.ttf", &font_data);
+ //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
+ //IM_ASSERT(font != nullptr);
+ //font_data_size = GetAssetData("DroidSans.ttf", &font_data);
+ //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
+ //IM_ASSERT(font != nullptr);
+ //font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
+ //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
+ //IM_ASSERT(font != nullptr);
+ //font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
+ //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
+ //IM_ASSERT(font != nullptr);
+ //font_data_size = GetAssetData("ArialUni.ttf", &font_data);
+ //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
+ //IM_ASSERT(font != nullptr);
+
+ g_Initialized = true;
+}
+
+void MainLoopStep()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (g_EglDisplay == EGL_NO_DISPLAY)
+ return;
+
+ // Our state
+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
+ static bool show_demo_window = true;
+ static bool show_another_window = false;
+ static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Poll Unicode characters via JNI
+ // FIXME: do not call this every frame because of JNI overhead
+ PollUnicodeChars();
+
+ // Open on-screen (soft) input if requested by Dear ImGui
+ static bool WantTextInputLast = false;
+ if (io.WantTextInput && !WantTextInputLast)
+ ShowSoftKeyboardInput();
+ WantTextInputLast = io.WantTextInput;
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplAndroid_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+ eglSwapBuffers(g_EglDisplay, g_EglSurface);
+}
+
+void Shutdown()
+{
+ if (!g_Initialized)
+ return;
+
+ // Cleanup
+ ImGui_ImplOpenGL3_Shutdown();
+ ImGui_ImplAndroid_Shutdown();
+ ImGui::DestroyContext();
+
+ if (g_EglDisplay != EGL_NO_DISPLAY)
+ {
+ eglMakeCurrent(g_EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+
+ if (g_EglContext != EGL_NO_CONTEXT)
+ eglDestroyContext(g_EglDisplay, g_EglContext);
+
+ if (g_EglSurface != EGL_NO_SURFACE)
+ eglDestroySurface(g_EglDisplay, g_EglSurface);
+
+ eglTerminate(g_EglDisplay);
+ }
+
+ g_EglDisplay = EGL_NO_DISPLAY;
+ g_EglContext = EGL_NO_CONTEXT;
+ g_EglSurface = EGL_NO_SURFACE;
+ ANativeWindow_release(g_App->window);
+
+ g_Initialized = false;
+}
+
+// Helper functions
+
+// Unfortunately, there is no way to show the on-screen input from native code.
+// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
+static int ShowSoftKeyboardInput()
+{
+ JavaVM* java_vm = g_App->activity->vm;
+ JNIEnv* java_env = nullptr;
+
+ jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
+ if (jni_return == JNI_ERR)
+ return -1;
+
+ jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
+ if (jni_return != JNI_OK)
+ return -2;
+
+ jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
+ if (native_activity_clazz == nullptr)
+ return -3;
+
+ jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
+ if (method_id == nullptr)
+ return -4;
+
+ java_env->CallVoidMethod(g_App->activity->clazz, method_id);
+
+ jni_return = java_vm->DetachCurrentThread();
+ if (jni_return != JNI_OK)
+ return -5;
+
+ return 0;
+}
+
+// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function.
+// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll
+// the resulting Unicode characters here via JNI and send them to Dear ImGui.
+static int PollUnicodeChars()
+{
+ JavaVM* java_vm = g_App->activity->vm;
+ JNIEnv* java_env = nullptr;
+
+ jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
+ if (jni_return == JNI_ERR)
+ return -1;
+
+ jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
+ if (jni_return != JNI_OK)
+ return -2;
+
+ jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
+ if (native_activity_clazz == nullptr)
+ return -3;
+
+ jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
+ if (method_id == nullptr)
+ return -4;
+
+ // Send the actual characters to Dear ImGui
+ ImGuiIO& io = ImGui::GetIO();
+ jint unicode_character;
+ while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0)
+ io.AddInputCharacter(unicode_character);
+
+ jni_return = java_vm->DetachCurrentThread();
+ if (jni_return != JNI_OK)
+ return -5;
+
+ return 0;
+}
+
+// Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets)
+static int GetAssetData(const char* filename, void** outData)
+{
+ int num_bytes = 0;
+ AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER);
+ if (asset_descriptor)
+ {
+ num_bytes = AAsset_getLength(asset_descriptor);
+ *outData = IM_ALLOC(num_bytes);
+ int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes);
+ AAsset_close(asset_descriptor);
+ IM_ASSERT(num_bytes_read == num_bytes);
+ }
+ return num_bytes;
+}
diff --git a/lib/imgui-1.92.6/examples/example_apple_metal/Makefile b/lib/imgui-1.92.6/examples/example_apple_metal/Makefile
new file mode 100644
index 0000000..9412c9b
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_apple_metal/Makefile
@@ -0,0 +1,21 @@
+# Makefile for example_apple_metal, for macOS only (**not iOS**)
+CXX = clang++
+EXE = example_apple_metal
+IMGUI_DIR = ../../
+SOURCES = main.mm
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_osx.mm $(IMGUI_DIR)/backends/imgui_impl_metal.mm
+
+CXXFLAGS = -std=c++11 -ObjC++ -fobjc-arc -Wall -Wextra -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+FRAMEWORKS = -framework AppKit -framework Metal -framework MetalKit -framework QuartzCore -framework GameController
+
+all: $(EXE)
+
+$(EXE): $(SOURCES)
+ $(CXX) $(CXXFLAGS) $^ $(FRAMEWORKS) -o $@
+
+run: all
+ ./$(EXE)
+
+clean:
+ rm -f $(EXE) *.o
diff --git a/lib/imgui-1.92.6/examples/example_apple_metal/README.md b/lib/imgui-1.92.6/examples/example_apple_metal/README.md
new file mode 100644
index 0000000..48a2b57
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_apple_metal/README.md
@@ -0,0 +1,10 @@
+# iOS / OSX Metal example
+
+## Introduction
+
+This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+
+Consider basing your work off the example_glfw_metal/ or example_sdl2_metal/ examples. They are better supported and will be portable unlike this one.
+
+
+
diff --git a/lib/imgui-1.92.6/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj b/lib/imgui-1.92.6/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
new file mode 100644
index 0000000..bf3c80d
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
@@ -0,0 +1,522 @@
+// !$*UTF8*$!
+{
+ archiveVersion = 1;
+ classes = {
+ };
+ objectVersion = 54;
+ objects = {
+
+/* Begin PBXBuildFile section */
+ 05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05318E0E274C397200A8DE2E /* GameController.framework */; };
+ 07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
+ 07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
+ 5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
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+ 8309BDA8253CCC080045E2A1 /* main.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDA0253CCBC10045E2A1 /* main.mm */; };
+ 8309BDBB253CCCAD0045E2A1 /* imgui_impl_metal.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */; };
+ 8309BDBE253CCCB60045E2A1 /* imgui_impl_metal.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */; };
+ 8309BDBF253CCCB60045E2A1 /* imgui_impl_osx.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDB6253CCC9D0045E2A1 /* imgui_impl_osx.mm */; };
+ 8309BDC6253CCCFE0045E2A1 /* AppKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 8309BDC5253CCCFE0045E2A1 /* AppKit.framework */; };
+ 8309BDFC253CDAB30045E2A1 /* LaunchScreen.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 8309BDF7253CDAAE0045E2A1 /* LaunchScreen.storyboard */; };
+ 8309BE04253CDAB60045E2A1 /* MainMenu.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 8309BDFA253CDAAE0045E2A1 /* MainMenu.storyboard */; };
+ 83BBE9E520EB46B900295997 /* Metal.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9E420EB46B900295997 /* Metal.framework */; };
+ 83BBE9E720EB46BD00295997 /* MetalKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9E620EB46BD00295997 /* MetalKit.framework */; };
+ 83BBE9EC20EB471700295997 /* MetalKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9EA20EB471700295997 /* MetalKit.framework */; };
+ 83BBE9ED20EB471700295997 /* Metal.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9EB20EB471700295997 /* Metal.framework */; };
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+ 83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 83BBEA0320EB54E700295997 /* imgui.cpp */; };
+/* End PBXBuildFile section */
+
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+ buildConfigurations = (
+ 8307E7EE20E9F9C900473790 /* Debug */,
+ 8307E7EF20E9F9C900473790 /* Release */,
+ );
+ defaultConfigurationIsVisible = 0;
+ defaultConfigurationName = Release;
+ };
+ 8307E7F020E9F9C900473790 /* Build configuration list for PBXNativeTarget "example_apple_metal_ios" */ = {
+ isa = XCConfigurationList;
+ buildConfigurations = (
+ 8307E7F120E9F9C900473790 /* Debug */,
+ 8307E7F220E9F9C900473790 /* Release */,
+ );
+ defaultConfigurationIsVisible = 0;
+ defaultConfigurationName = Release;
+ };
+ 8307E7F320E9F9C900473790 /* Build configuration list for PBXNativeTarget "example_apple_metal_macos" */ = {
+ isa = XCConfigurationList;
+ buildConfigurations = (
+ 8307E7F420E9F9C900473790 /* Debug */,
+ 8307E7F520E9F9C900473790 /* Release */,
+ );
+ defaultConfigurationIsVisible = 0;
+ defaultConfigurationName = Release;
+ };
+/* End XCConfigurationList section */
+ };
+ rootObject = 8307E7B620E9F9C700473790 /* Project object */;
+}
diff --git a/lib/imgui-1.92.6/examples/example_apple_metal/iOS/Info-iOS.plist b/lib/imgui-1.92.6/examples/example_apple_metal/iOS/Info-iOS.plist
new file mode 100644
index 0000000..93ef078
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_apple_metal/iOS/Info-iOS.plist
@@ -0,0 +1,49 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+ <key>CFBundleDevelopmentRegion</key>
+ <string>$(DEVELOPMENT_LANGUAGE)</string>
+ <key>CFBundleExecutable</key>
+ <string>$(EXECUTABLE_NAME)</string>
+ <key>CFBundleIdentifier</key>
+ <string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
+ <key>CFBundleInfoDictionaryVersion</key>
+ <string>6.0</string>
+ <key>CFBundleName</key>
+ <string>imgui</string>
+ <key>CFBundlePackageType</key>
+ <string>APPL</string>
+ <key>CFBundleShortVersionString</key>
+ <string>1.0</string>
+ <key>CFBundleVersion</key>
+ <string>1</string>
+ <key>LSRequiresIPhoneOS</key>
+ <true/>
+ <key>UILaunchStoryboardName</key>
+ <string>LaunchScreen</string>
+ <key>UIRequiredDeviceCapabilities</key>
+ <array>
+ <string>armv7</string>
+ <string>metal</string>
+ </array>
+ <key>UIRequiresFullScreen</key>
+ <true/>
+ <key>UIStatusBarHidden</key>
+ <true/>
+ <key>UISupportedInterfaceOrientations</key>
+ <array>
+ <string>UIInterfaceOrientationPortrait</string>
+ <string>UIInterfaceOrientationLandscapeLeft</string>
+ <string>UIInterfaceOrientationLandscapeRight</string>
+ <string>UIInterfaceOrientationPortraitUpsideDown</string>
+ </array>
+ <key>UISupportedInterfaceOrientations~ipad</key>
+ <array>
+ <string>UIInterfaceOrientationPortrait</string>
+ <string>UIInterfaceOrientationPortraitUpsideDown</string>
+ <string>UIInterfaceOrientationLandscapeLeft</string>
+ <string>UIInterfaceOrientationLandscapeRight</string>
+ </array>
+</dict>
+</plist>
diff --git a/lib/imgui-1.92.6/examples/example_apple_metal/iOS/LaunchScreen.storyboard b/lib/imgui-1.92.6/examples/example_apple_metal/iOS/LaunchScreen.storyboard
new file mode 100644
index 0000000..12c52cf
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_apple_metal/iOS/LaunchScreen.storyboard
@@ -0,0 +1,27 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="17156" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
+ <device id="retina6_1" orientation="portrait" appearance="light"/>
+ <dependencies>
+ <deployment identifier="iOS"/>
+ <plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="17125"/>
+ <capability name="Safe area layout guides" minToolsVersion="9.0"/>
+ <capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
+ </dependencies>
+ <scenes>
+ <!--View Controller-->
+ <scene sceneID="EHf-IW-A2E">
+ <objects>
+ <viewController id="01J-lp-oVM" sceneMemberID="viewController">
+ <view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
+ <rect key="frame" x="0.0" y="0.0" width="414" height="896"/>
+ <autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
+ <viewLayoutGuide key="safeArea" id="Bcu-3y-fUS"/>
+ <color key="backgroundColor" red="0.27843137254901962" green="0.36078431372549019" blue="0.50196078431372548" alpha="1" colorSpace="custom" customColorSpace="displayP3"/>
+ </view>
+ </viewController>
+ <placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
+ </objects>
+ <point key="canvasLocation" x="53" y="375"/>
+ </scene>
+ </scenes>
+</document>
diff --git a/lib/imgui-1.92.6/examples/example_apple_metal/macOS/Info-macOS.plist b/lib/imgui-1.92.6/examples/example_apple_metal/macOS/Info-macOS.plist
new file mode 100644
index 0000000..6f4a2b2
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_apple_metal/macOS/Info-macOS.plist
@@ -0,0 +1,30 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+ <key>CFBundleDevelopmentRegion</key>
+ <string>$(DEVELOPMENT_LANGUAGE)</string>
+ <key>CFBundleExecutable</key>
+ <string>$(EXECUTABLE_NAME)</string>
+ <key>CFBundleIconFile</key>
+ <string></string>
+ <key>CFBundleIdentifier</key>
+ <string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
+ <key>CFBundleInfoDictionaryVersion</key>
+ <string>6.0</string>
+ <key>CFBundleName</key>
+ <string>imgui</string>
+ <key>CFBundlePackageType</key>
+ <string>APPL</string>
+ <key>CFBundleShortVersionString</key>
+ <string>1.0</string>
+ <key>CFBundleVersion</key>
+ <string>1</string>
+ <key>LSMinimumSystemVersion</key>
+ <string>$(MACOSX_DEPLOYMENT_TARGET)</string>
+ <key>NSMainStoryboardFile</key>
+ <string>MainMenu</string>
+ <key>NSPrincipalClass</key>
+ <string>NSApplication</string>
+</dict>
+</plist>
diff --git a/lib/imgui-1.92.6/examples/example_apple_metal/macOS/MainMenu.storyboard b/lib/imgui-1.92.6/examples/example_apple_metal/macOS/MainMenu.storyboard
new file mode 100644
index 0000000..38ad432
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_apple_metal/macOS/MainMenu.storyboard
@@ -0,0 +1,93 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<document type="com.apple.InterfaceBuilder3.Cocoa.Storyboard.XIB" version="3.0" toolsVersion="17156" targetRuntime="MacOSX.Cocoa" propertyAccessControl="none" useAutolayout="YES">
+ <dependencies>
+ <deployment identifier="macosx"/>
+ <plugIn identifier="com.apple.InterfaceBuilder.CocoaPlugin" version="17156"/>
+ </dependencies>
+ <scenes>
+ <!--Application-->
+ <scene sceneID="JPo-4y-FX3">
+ <objects>
+ <application id="hnw-xV-0zn" sceneMemberID="viewController">
+ <menu key="mainMenu" title="Main Menu" systemMenu="main" id="AYu-sK-qS6">
+ <items>
+ <menuItem title="ImGui" id="1Xt-HY-uBw">
+ <modifierMask key="keyEquivalentModifierMask"/>
+ <menu key="submenu" title="ImGui" systemMenu="apple" id="uQy-DD-JDr">
+ <items>
+ <menuItem title="Services" id="NMo-om-nkz">
+ <modifierMask key="keyEquivalentModifierMask"/>
+ <menu key="submenu" title="Services" systemMenu="services" id="hz9-B4-Xy5"/>
+ </menuItem>
+ <menuItem isSeparatorItem="YES" id="4je-JR-u6R"/>
+ <menuItem title="Hide" keyEquivalent="h" id="Olw-nP-bQN">
+ <connections>
+ <action selector="hide:" target="Ady-hI-5gd" id="PnN-Uc-m68"/>
+ </connections>
+ </menuItem>
+ <menuItem title="Hide Others" keyEquivalent="h" id="Vdr-fp-XzO">
+ <modifierMask key="keyEquivalentModifierMask" option="YES" command="YES"/>
+ <connections>
+ <action selector="hideOtherApplications:" target="Ady-hI-5gd" id="VT4-aY-XCT"/>
+ </connections>
+ </menuItem>
+ <menuItem title="Show All" id="Kd2-mp-pUS">
+ <modifierMask key="keyEquivalentModifierMask"/>
+ <connections>
+ <action selector="unhideAllApplications:" target="Ady-hI-5gd" id="Dhg-Le-xox"/>
+ </connections>
+ </menuItem>
+ <menuItem isSeparatorItem="YES" id="kCx-OE-vgT"/>
+ <menuItem title="Quit" keyEquivalent="q" id="4sb-4s-VLi">
+ <connections>
+ <action selector="terminate:" target="Ady-hI-5gd" id="Te7-pn-YzF"/>
+ </connections>
+ </menuItem>
+ </items>
+ </menu>
+ </menuItem>
+ <menuItem title="View" id="H8h-7b-M4v">
+ <modifierMask key="keyEquivalentModifierMask"/>
+ <menu key="submenu" title="View" id="HyV-fh-RgO">
+ <items>
+ <menuItem title="Enter Full Screen" keyEquivalent="f" id="4J7-dP-txa">
+ <modifierMask key="keyEquivalentModifierMask" control="YES" command="YES"/>
+ <connections>
+ <action selector="toggleFullScreen:" target="Ady-hI-5gd" id="dU3-MA-1Rq"/>
+ </connections>
+ </menuItem>
+ </items>
+ </menu>
+ </menuItem>
+ <menuItem title="Window" id="aUF-d1-5bR">
+ <modifierMask key="keyEquivalentModifierMask"/>
+ <menu key="submenu" title="Window" systemMenu="window" id="Td7-aD-5lo">
+ <items>
+ <menuItem title="Minimize" keyEquivalent="m" id="OY7-WF-poV">
+ <connections>
+ <action selector="performMiniaturize:" target="Ady-hI-5gd" id="VwT-WD-YPe"/>
+ </connections>
+ </menuItem>
+ <menuItem title="Zoom" id="R4o-n2-Eq4">
+ <modifierMask key="keyEquivalentModifierMask"/>
+ <connections>
+ <action selector="performZoom:" target="Ady-hI-5gd" id="DIl-cC-cCs"/>
+ </connections>
+ </menuItem>
+ </items>
+ </menu>
+ </menuItem>
+ </items>
+ </menu>
+ <connections>
+ <outlet property="delegate" destination="Voe-Tx-rLC" id="PrD-fu-P6m"/>
+ </connections>
+ </application>
+ <customObject id="Voe-Tx-rLC" customClass="AppDelegate"/>
+ <customObject id="YLy-65-1bz" customClass="NSFontManager"/>
+ <customObject id="Ady-hI-5gd" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
+ </objects>
+ <point key="canvasLocation" x="-362" y="-38"/>
+ </scene>
+ </scenes>
+</document>
diff --git a/lib/imgui-1.92.6/examples/example_apple_metal/main.mm b/lib/imgui-1.92.6/examples/example_apple_metal/main.mm
new file mode 100644
index 0000000..b8edbd2
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_apple_metal/main.mm
@@ -0,0 +1,350 @@
+// Dear ImGui: standalone example application for OSX + Metal.
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#import <Foundation/Foundation.h>
+
+#if TARGET_OS_OSX
+#import <Cocoa/Cocoa.h>
+#else
+#import <UIKit/UIKit.h>
+#endif
+
+#import <Metal/Metal.h>
+#import <MetalKit/MetalKit.h>
+
+#include "imgui.h"
+#include "imgui_impl_metal.h"
+#if TARGET_OS_OSX
+#include "imgui_impl_osx.h"
+@interface AppViewController : NSViewController<NSWindowDelegate>
+@end
+#else
+@interface AppViewController : UIViewController
+@end
+#endif
+
+@interface AppViewController () <MTKViewDelegate>
+@property (nonatomic, readonly) MTKView *mtkView;
+@property (nonatomic, strong) id <MTLDevice> device;
+@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
+@end
+
+//-----------------------------------------------------------------------------------
+// AppViewController
+//-----------------------------------------------------------------------------------
+
+@implementation AppViewController
+
+-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
+{
+ self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
+
+ _device = MTLCreateSystemDefaultDevice();
+ _commandQueue = [_device newCommandQueue];
+
+ if (!self.device)
+ {
+ NSLog(@"Metal is not supported");
+ abort();
+ }
+
+ // Setup Dear ImGui context
+ // FIXME: This example doesn't have proper cleanup...
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup Renderer backend
+ ImGui_ImplMetal_Init(_device);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ return self;
+}
+
+-(MTKView *)mtkView
+{
+ return (MTKView *)self.view;
+}
+
+-(void)loadView
+{
+ self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 800)];
+}
+
+-(void)viewDidLoad
+{
+ [super viewDidLoad];
+
+ self.mtkView.device = self.device;
+ self.mtkView.delegate = self;
+
+#if TARGET_OS_OSX
+ ImGui_ImplOSX_Init(self.view);
+ [NSApp activateIgnoringOtherApps:YES];
+#endif
+}
+
+-(void)drawInMTKView:(MTKView*)view
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize.x = view.bounds.size.width;
+ io.DisplaySize.y = view.bounds.size.height;
+
+#if TARGET_OS_OSX
+ CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
+#else
+ CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
+#endif
+ io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
+
+ id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
+
+ MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
+ if (renderPassDescriptor == nil)
+ {
+ [commandBuffer commit];
+ return;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplMetal_NewFrame(renderPassDescriptor);
+#if TARGET_OS_OSX
+ ImGui_ImplOSX_NewFrame(view);
+#endif
+ ImGui::NewFrame();
+
+ // Our state (make them static = more or less global) as a convenience to keep the example terse.
+ static bool show_demo_window = true;
+ static bool show_another_window = false;
+ static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ ImDrawData* draw_data = ImGui::GetDrawData();
+
+ renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+ id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
+ [renderEncoder pushDebugGroup:@"Dear ImGui rendering"];
+ ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
+ [renderEncoder popDebugGroup];
+ [renderEncoder endEncoding];
+
+ // Present
+ [commandBuffer presentDrawable:view.currentDrawable];
+ [commandBuffer commit];
+}
+
+-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
+{
+}
+
+//-----------------------------------------------------------------------------------
+// Input processing
+//-----------------------------------------------------------------------------------
+
+#if TARGET_OS_OSX
+
+- (void)viewWillAppear
+{
+ [super viewWillAppear];
+ self.view.window.delegate = self;
+}
+
+- (void)windowWillClose:(NSNotification *)notification
+{
+ ImGui_ImplMetal_Shutdown();
+ ImGui_ImplOSX_Shutdown();
+ ImGui::DestroyContext();
+}
+
+#else
+
+// This touch mapping is super cheesy/hacky. We treat any touch on the screen
+// as if it were a depressed left mouse button, and we don't bother handling
+// multitouch correctly at all. This causes the "cursor" to behave very erratically
+// when there are multiple active touches. But for demo purposes, single-touch
+// interaction actually works surprisingly well.
+-(void)updateIOWithTouchEvent:(UIEvent *)event
+{
+ UITouch *anyTouch = event.allTouches.anyObject;
+ CGPoint touchLocation = [anyTouch locationInView:self.view];
+ ImGuiIO &io = ImGui::GetIO();
+ io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
+ io.AddMousePosEvent(touchLocation.x, touchLocation.y);
+
+ BOOL hasActiveTouch = NO;
+ for (UITouch *touch in event.allTouches)
+ {
+ if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled)
+ {
+ hasActiveTouch = YES;
+ break;
+ }
+ }
+ io.AddMouseButtonEvent(0, hasActiveTouch);
+}
+
+-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
+-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
+-(void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
+-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
+
+#endif
+
+@end
+
+//-----------------------------------------------------------------------------------
+// AppDelegate
+//-----------------------------------------------------------------------------------
+
+#if TARGET_OS_OSX
+
+@interface AppDelegate : NSObject <NSApplicationDelegate>
+@property (nonatomic, strong) NSWindow *window;
+@end
+
+@implementation AppDelegate
+
+-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
+{
+ return YES;
+}
+
+-(instancetype)init
+{
+ if (self = [super init])
+ {
+ NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil];
+ self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect
+ styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
+ backing:NSBackingStoreBuffered
+ defer:NO];
+ self.window.contentViewController = rootViewController;
+ [self.window center];
+ [self.window makeKeyAndOrderFront:self];
+ }
+ return self;
+}
+
+@end
+
+#else
+
+@interface AppDelegate : UIResponder <UIApplicationDelegate>
+@property (strong, nonatomic) UIWindow *window;
+@end
+
+@implementation AppDelegate
+
+-(BOOL)application:(UIApplication *)application
+ didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions
+{
+ UIViewController *rootViewController = [[AppViewController alloc] init];
+ self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
+ self.window.rootViewController = rootViewController;
+ [self.window makeKeyAndVisible];
+ return YES;
+}
+
+@end
+
+#endif
+
+//-----------------------------------------------------------------------------------
+// Application main() function
+//-----------------------------------------------------------------------------------
+
+#if TARGET_OS_OSX
+
+int main(int, const char**)
+{
+ @autoreleasepool
+ {
+ [NSApplication sharedApplication];
+ [NSApp setActivationPolicy:NSApplicationActivationPolicyRegular];
+
+ AppDelegate *appDelegate = [[AppDelegate alloc] init]; // creates window
+ [NSApp setDelegate:appDelegate];
+
+ [NSApp activateIgnoringOtherApps:YES];
+ [NSApp run];
+ }
+ return 0;
+}
+
+#else
+
+int main(int argc, char * argv[])
+{
+ @autoreleasepool
+ {
+ return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
+ }
+}
+
+#endif
diff --git a/lib/imgui-1.92.6/examples/example_apple_opengl2/Makefile b/lib/imgui-1.92.6/examples/example_apple_opengl2/Makefile
new file mode 100644
index 0000000..4ad5fa6
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_apple_opengl2/Makefile
@@ -0,0 +1,21 @@
+# Makefile for example_apple_metal, for macOS only (**not iOS**)
+CXX = clang++
+EXE = example_apple_opengl2
+IMGUI_DIR = ../../
+SOURCES = main.mm
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_osx.mm $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
+
+CXXFLAGS = -std=c++11 -ObjC++ -fobjc-arc -Wall -Wextra -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+FRAMEWORKS = -framework Cocoa -framework OpenGL -framework GameController
+
+all: $(EXE)
+
+$(EXE): $(SOURCES)
+ $(CXX) $(CXXFLAGS) $(SOURCES) -o $(EXE) $(FRAMEWORKS)
+
+run: all
+ ./$(EXE)
+
+clean:
+ rm -f $(EXE) *.o
diff --git a/lib/imgui-1.92.6/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/lib/imgui-1.92.6/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj
new file mode 100644
index 0000000..9770e43
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj
@@ -0,0 +1,332 @@
+// !$*UTF8*$!
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+ objects = {
+
+/* Begin PBXBuildFile section */
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+
+/* Begin PBXCopyFilesBuildPhase section */
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+ buildActionMask = 2147483647;
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+ dstSubfolderSpec = 0;
+ files = (
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+ runOnlyForDeploymentPostprocessing = 1;
+ };
+/* End PBXCopyFilesBuildPhase section */
+
+/* Begin PBXFileReference section */
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+/* End PBXFrameworksBuildPhase section */
+
+/* Begin PBXGroup section */
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+ CODE_SIGN_IDENTITY = "-";
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+ CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
+ CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
+ CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
+ CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
+ CLANG_WARN_STRICT_PROTOTYPES = YES;
+ CLANG_WARN_SUSPICIOUS_MOVE = YES;
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+ GCC_WARN_UNUSED_FUNCTION = YES;
+ GCC_WARN_UNUSED_VARIABLE = YES;
+ MACOSX_DEPLOYMENT_TARGET = 10.13;
+ MTL_ENABLE_DEBUG_INFO = NO;
+ SDKROOT = macosx;
+ };
+ name = Release;
+ };
+ 4080A97320B029B00036BA46 /* Debug */ = {
+ isa = XCBuildConfiguration;
+ buildSettings = {
+ CODE_SIGN_STYLE = Automatic;
+ MACOSX_DEPLOYMENT_TARGET = 10.13;
+ PRODUCT_NAME = "$(TARGET_NAME)";
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+ };
+ name = Debug;
+ };
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+ isa = XCBuildConfiguration;
+ buildSettings = {
+ CODE_SIGN_STYLE = Automatic;
+ MACOSX_DEPLOYMENT_TARGET = 10.13;
+ PRODUCT_NAME = "$(TARGET_NAME)";
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+ };
+ name = Release;
+ };
+/* End XCBuildConfiguration section */
+
+/* Begin XCConfigurationList section */
+ 4080A96620B029B00036BA46 /* Build configuration list for PBXProject "example_apple_opengl2" */ = {
+ isa = XCConfigurationList;
+ buildConfigurations = (
+ 4080A97020B029B00036BA46 /* Debug */,
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+ );
+ defaultConfigurationIsVisible = 0;
+ defaultConfigurationName = Release;
+ };
+ 4080A97220B029B00036BA46 /* Build configuration list for PBXNativeTarget "example_osx_opengl2" */ = {
+ isa = XCConfigurationList;
+ buildConfigurations = (
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+ defaultConfigurationIsVisible = 0;
+ defaultConfigurationName = Release;
+ };
+/* End XCConfigurationList section */
+ };
+ rootObject = 4080A96320B029B00036BA46 /* Project object */;
+}
diff --git a/lib/imgui-1.92.6/examples/example_apple_opengl2/main.mm b/lib/imgui-1.92.6/examples/example_apple_opengl2/main.mm
new file mode 100644
index 0000000..1cfa882
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_apple_opengl2/main.mm
@@ -0,0 +1,258 @@
+// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#import <Cocoa/Cocoa.h>
+#import <OpenGL/gl.h>
+#import <OpenGL/glu.h>
+
+#include "imgui.h"
+#include "imgui_impl_opengl2.h"
+#include "imgui_impl_osx.h"
+
+//-----------------------------------------------------------------------------------
+// AppView
+//-----------------------------------------------------------------------------------
+
+@interface AppView : NSOpenGLView
+{
+ NSTimer* animationTimer;
+}
+@end
+
+@implementation AppView
+
+-(void)prepareOpenGL
+{
+ [super prepareOpenGL];
+
+#ifndef DEBUG
+ GLint swapInterval = 1;
+ [[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
+ if (swapInterval == 0)
+ NSLog(@"Error: Cannot set swap interval.");
+#endif
+}
+
+-(void)initialize
+{
+ // Setup Dear ImGui context
+ // FIXME: This example doesn't have proper cleanup...
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplOSX_Init(self);
+ ImGui_ImplOpenGL2_Init();
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+}
+
+-(void)updateAndDrawDemoView
+{
+ // Start the Dear ImGui frame
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplOSX_NewFrame(self);
+ ImGui::NewFrame();
+
+ // Our state (make them static = more or less global) as a convenience to keep the example terse.
+ static bool show_demo_window = true;
+ static bool show_another_window = false;
+ static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ ImDrawData* draw_data = ImGui::GetDrawData();
+
+ [[self openGLContext] makeCurrentContext];
+ GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+ glViewport(0, 0, width, height);
+ glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ ImGui_ImplOpenGL2_RenderDrawData(draw_data);
+
+ // Present
+ [[self openGLContext] flushBuffer];
+
+ if (!animationTimer)
+ animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
+}
+
+-(void)reshape { [super reshape]; [[self openGLContext] update]; [self updateAndDrawDemoView]; }
+-(void)drawRect:(NSRect)bounds { [self updateAndDrawDemoView]; }
+-(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; }
+-(void)dealloc { animationTimer = nil; }
+
+@end
+
+//-----------------------------------------------------------------------------------
+// AppDelegate
+//-----------------------------------------------------------------------------------
+
+@interface AppDelegate : NSObject <NSApplicationDelegate>
+@property (nonatomic, readonly) NSWindow* window;
+@end
+
+@implementation AppDelegate
+@synthesize window = _window;
+
+-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
+{
+ return YES;
+}
+
+-(NSWindow*)window
+{
+ if (_window != nil)
+ return _window;
+
+ NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 800.0);
+
+ _window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
+ [_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
+ [_window setAcceptsMouseMovedEvents:YES];
+ [_window setOpaque:YES];
+ [_window makeKeyAndOrderFront:NSApp];
+
+ return _window;
+}
+
+-(void)setupMenu
+{
+ NSMenu* mainMenuBar = [[NSMenu alloc] init];
+ NSMenu* appMenu;
+ NSMenuItem* menuItem;
+
+ appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
+ menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
+ [menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
+
+ menuItem = [[NSMenuItem alloc] init];
+ [menuItem setSubmenu:appMenu];
+
+ [mainMenuBar addItem:menuItem];
+
+ appMenu = nil;
+ [NSApp setMainMenu:mainMenuBar];
+}
+
+-(void)dealloc
+{
+ _window = nil;
+}
+
+-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
+{
+ // Make the application a foreground application (else it won't receive keyboard events)
+ ProcessSerialNumber psn = {0, kCurrentProcess};
+ TransformProcessType(&psn, kProcessTransformToForegroundApplication);
+
+ // Menu
+ [self setupMenu];
+
+ NSOpenGLPixelFormatAttribute attrs[] =
+ {
+ NSOpenGLPFADoubleBuffer,
+ NSOpenGLPFADepthSize, 32,
+ 0
+ };
+
+ NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
+ AppView* view = [[AppView alloc] initWithFrame:self.window.frame pixelFormat:format];
+ format = nil;
+#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
+ if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
+ [view setWantsBestResolutionOpenGLSurface:YES];
+#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
+ [self.window setContentView:view];
+
+ if ([view openGLContext] == nil)
+ NSLog(@"No OpenGL Context!");
+
+ [view initialize];
+}
+
+@end
+
+//-----------------------------------------------------------------------------------
+// Application main() function
+//-----------------------------------------------------------------------------------
+
+int main(int argc, const char* argv[])
+{
+ @autoreleasepool
+ {
+ NSApp = [NSApplication sharedApplication];
+ AppDelegate* delegate = [[AppDelegate alloc] init];
+ [[NSApplication sharedApplication] setDelegate:delegate];
+ [NSApp run];
+ }
+ return NSApplicationMain(argc, argv);
+}
diff --git a/lib/imgui-1.92.6/examples/example_glfw_metal/Makefile b/lib/imgui-1.92.6/examples/example_glfw_metal/Makefile
new file mode 100644
index 0000000..32a7aec
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_metal/Makefile
@@ -0,0 +1,46 @@
+#
+# You will need GLFW (http://www.glfw.org):
+# brew install glfw
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_glfw_metal
+IMGUI_DIR = ../..
+SOURCES = main.mm
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+
+LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
+LIBS += -L/usr/local/lib -L/opt/homebrew/lib -L/opt/local/lib
+LIBS += -lglfw
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include -I/opt/local/include
+CXXFLAGS += -Wall -Wformat
+CFLAGS = $(CXXFLAGS)
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:%.mm
+ $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.mm
+ $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/lib/imgui-1.92.6/examples/example_glfw_metal/main.mm b/lib/imgui-1.92.6/examples/example_glfw_metal/main.mm
new file mode 100644
index 0000000..0ded0a3
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_metal/main.mm
@@ -0,0 +1,184 @@
+// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_metal.h"
+#include <stdio.h>
+
+#define GLFW_INCLUDE_NONE
+#define GLFW_EXPOSE_NATIVE_COCOA
+#include <GLFW/glfw3.h>
+#include <GLFW/glfw3native.h>
+
+#import <Metal/Metal.h>
+#import <QuartzCore/QuartzCore.h>
+
+static void glfw_error_callback(int error, const char* description)
+{
+ fprintf(stderr, "Glfw Error %d: %s\n", error, description);
+}
+
+int main(int, char**)
+{
+ glfwSetErrorCallback(glfw_error_callback);
+ if (!glfwInit())
+ return 1;
+
+ // Create window with graphics context
+ float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
+ GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+Metal example", nullptr, nullptr);
+ if (window == nullptr)
+ return 1;
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ id <MTLDevice> device = MTLCreateSystemDefaultDevice();
+ id <MTLCommandQueue> commandQueue = [device newCommandQueue];
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplGlfw_InitForOpenGL(window, true);
+ ImGui_ImplMetal_Init(device);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ NSWindow *nswin = glfwGetCocoaWindow(window);
+ CAMetalLayer *layer = [CAMetalLayer layer];
+ layer.device = device;
+ layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
+ nswin.contentView.layer = layer;
+ nswin.contentView.wantsLayer = YES;
+
+ MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
+
+ // Main loop
+ while (!glfwWindowShouldClose(window))
+ {
+ @autoreleasepool
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ glfwPollEvents();
+
+ int width, height;
+ glfwGetFramebufferSize(window, &width, &height);
+ layer.drawableSize = CGSizeMake(width, height);
+ id<CAMetalDrawable> drawable = [layer nextDrawable];
+
+ id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
+ renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
+ renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
+ renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
+ renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
+ id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
+ [renderEncoder pushDebugGroup:@"ImGui demo"];
+
+ // Start the Dear ImGui frame
+ ImGui_ImplMetal_NewFrame(renderPassDescriptor);
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
+
+ [renderEncoder popDebugGroup];
+ [renderEncoder endEncoding];
+
+ [commandBuffer presentDrawable:drawable];
+ [commandBuffer commit];
+ }
+ }
+
+ // Cleanup
+ ImGui_ImplMetal_Shutdown();
+ ImGui_ImplGlfw_Shutdown();
+ ImGui::DestroyContext();
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_glfw_opengl2/Makefile b/lib/imgui-1.92.6/examples/example_glfw_opengl2/Makefile
new file mode 100644
index 0000000..a8a0128
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_opengl2/Makefile
@@ -0,0 +1,82 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need GLFW (http://www.glfw.org):
+# Linux:
+# apt-get install libglfw-dev
+# Mac OS X:
+# brew install glfw
+# MSYS2:
+# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_glfw_opengl2
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+LINUX_GL_LIBS = -lGL
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3`
+
+ CXXFLAGS += `pkg-config --cflags glfw3`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
+ #LIBS += -lglfw3
+ LIBS += -lglfw
+
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
+
+ CXXFLAGS += `pkg-config --cflags glfw3`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
+
diff --git a/lib/imgui-1.92.6/examples/example_glfw_opengl2/build_win32.bat b/lib/imgui-1.92.6/examples/example_glfw_opengl2/build_win32.bat
new file mode 100644
index 0000000..24c0e08
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_opengl2/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_glfw_opengl2
+@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/lib/imgui-1.92.6/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj b/lib/imgui-1.92.6/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj
new file mode 100644
index 0000000..2aa2550
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj
@@ -0,0 +1,186 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
+ <RootNamespace>example_glfw_opengl2</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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+ <IncludePath>$(IncludePath)</IncludePath>
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+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
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+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
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+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters b/lib/imgui-1.92.6/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters
new file mode 100644
index 0000000..049b0b1
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{c336cfe3-f0c4-464c-9ef0-a9e17a7ff222}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_glfw.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_glfw_opengl2/main.cpp b/lib/imgui-1.92.6/examples/example_glfw_opengl2/main.cpp
new file mode 100644
index 0000000..48584ea
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_opengl2/main.cpp
@@ -0,0 +1,179 @@
+// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the example_glfw_opengl2/ folder**
+// See imgui_impl_glfw.cpp for details.
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_opengl2.h"
+#include <stdio.h>
+#ifdef __APPLE__
+#define GL_SILENCE_DEPRECATION
+#endif
+#include <GLFW/glfw3.h>
+
+// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
+// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
+// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
+#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#pragma comment(lib, "legacy_stdio_definitions")
+#endif
+
+static void glfw_error_callback(int error, const char* description)
+{
+ fprintf(stderr, "GLFW Error %d: %s\n", error, description);
+}
+
+// Main code
+int main(int, char**)
+{
+ glfwSetErrorCallback(glfw_error_callback);
+ if (!glfwInit())
+ return 1;
+
+ // Create window with graphics context
+ float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
+ GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr);
+ if (window == nullptr)
+ return 1;
+ glfwMakeContextCurrent(window);
+ glfwSwapInterval(1); // Enable vsync
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplGlfw_InitForOpenGL(window, true);
+ ImGui_ImplOpenGL2_Init();
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ while (!glfwWindowShouldClose(window))
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ glfwPollEvents();
+ if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
+ {
+ ImGui_ImplGlfw_Sleep(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ int display_w, display_h;
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ glViewport(0, 0, display_w, display_h);
+ glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
+ // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
+ //GLint last_program;
+ //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+ //glUseProgram(0);
+ ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+ //glUseProgram(last_program);
+
+ glfwMakeContextCurrent(window);
+ glfwSwapBuffers(window);
+ }
+
+ // Cleanup
+ ImGui_ImplOpenGL2_Shutdown();
+ ImGui_ImplGlfw_Shutdown();
+ ImGui::DestroyContext();
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_glfw_opengl3/Makefile b/lib/imgui-1.92.6/examples/example_glfw_opengl3/Makefile
new file mode 100644
index 0000000..252ce57
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_opengl3/Makefile
@@ -0,0 +1,89 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need GLFW (http://www.glfw.org):
+# Linux:
+# apt-get install libglfw-dev
+# Mac OS X:
+# brew install glfw
+# MSYS2:
+# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_glfw_opengl3
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+LINUX_GL_LIBS = -lGL
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## OPENGL ES
+##---------------------------------------------------------------------
+
+## This assumes a GL ES library available in the system, e.g. libGLESv2.so
+# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
+# LINUX_GL_LIBS = -lGLESv2
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3`
+
+ CXXFLAGS += `pkg-config --cflags glfw3`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
+ #LIBS += -lglfw3
+ LIBS += -lglfw
+
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
+
+ CXXFLAGS += `pkg-config --cflags glfw3`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/lib/imgui-1.92.6/examples/example_glfw_opengl3/Makefile.emscripten b/lib/imgui-1.92.6/examples/example_glfw_opengl3/Makefile.emscripten
new file mode 100644
index 0000000..8d2f6e7
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_opengl3/Makefile.emscripten
@@ -0,0 +1,95 @@
+#
+# Makefile to use with GLFW+emscripten
+# See https://emscripten.org/docs/getting_started/downloads.html
+# for installation instructions.
+#
+# This Makefile assumes you have loaded emscripten's environment.
+# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
+#
+# Running `make -f Makefile.emscripten` will produce three files:
+# - web/index.html
+# - web/index.js
+# - web/index.wasm
+#
+# All three are needed to run the demo.
+
+CC = emcc
+CXX = em++
+WEB_DIR = web
+EXE = $(WEB_DIR)/index.html
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+CPPFLAGS =
+LDFLAGS =
+EMS =
+
+##---------------------------------------------------------------------
+## EMSCRIPTEN OPTIONS
+##---------------------------------------------------------------------
+
+# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
+# Note: For glfw, we use emscripten-glfw port (contrib.glfw3) instead of ('-s USE_GLFW=3' in LDFLAGS) to get a better support for High DPI displays.
+EMS += -s DISABLE_EXCEPTION_CATCHING=1 --use-port=contrib.glfw3
+LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+
+# Build as single file (binary text encoded in .html file)
+#LDFLAGS += -sSINGLE_FILE
+
+# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
+#EMS += -s BINARYEN_TRAP_MODE=clamp
+#EMS += -s SAFE_HEAP=1 ## Adds overhead
+
+# Emscripten allows preloading a file or folder to be accessible at runtime.
+# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
+# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
+# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
+USE_FILE_SYSTEM ?= 0
+ifeq ($(USE_FILE_SYSTEM), 0)
+LDFLAGS += -s NO_FILESYSTEM=1
+CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
+endif
+ifeq ($(USE_FILE_SYSTEM), 1)
+LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
+endif
+
+##---------------------------------------------------------------------
+## FINAL BUILD FLAGS
+##---------------------------------------------------------------------
+
+CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+#CPPFLAGS += -g
+CPPFLAGS += -Wall -Wformat -Os $(EMS)
+LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
+LDFLAGS += $(EMS)
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(EXE)
+
+$(WEB_DIR):
+ mkdir $@
+
+serve: all
+ python3 -m http.server -d $(WEB_DIR)
+
+$(EXE): $(OBJS) $(WEB_DIR)
+ $(CXX) -o $@ $(OBJS) $(LDFLAGS)
+
+clean:
+ rm -rf $(OBJS) $(WEB_DIR)
diff --git a/lib/imgui-1.92.6/examples/example_glfw_opengl3/build_win32.bat b/lib/imgui-1.92.6/examples/example_glfw_opengl3/build_win32.bat
new file mode 100644
index 0000000..b5979ad
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_opengl3/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_glfw_opengl3
+@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/lib/imgui-1.92.6/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj b/lib/imgui-1.92.6/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj
new file mode 100644
index 0000000..4bd503a
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj
@@ -0,0 +1,187 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
+ <RootNamespace>example_glfw_opengl3</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
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+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters b/lib/imgui-1.92.6/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters
new file mode 100644
index 0000000..bc79bb1
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj.filters
@@ -0,0 +1,67 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_glfw.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_glfw_opengl3/main.cpp b/lib/imgui-1.92.6/examples/example_glfw_opengl3/main.cpp
new file mode 100644
index 0000000..20d39fc
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_opengl3/main.cpp
@@ -0,0 +1,216 @@
+// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
+// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_opengl3.h"
+#include <stdio.h>
+#define GL_SILENCE_DEPRECATION
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+#include <GLES2/gl2.h>
+#endif
+#include <GLFW/glfw3.h> // Will drag system OpenGL headers
+
+// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
+// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
+// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
+#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#pragma comment(lib, "legacy_stdio_definitions")
+#endif
+
+// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+static void glfw_error_callback(int error, const char* description)
+{
+ fprintf(stderr, "GLFW Error %d: %s\n", error, description);
+}
+
+// Main code
+int main(int, char**)
+{
+ glfwSetErrorCallback(glfw_error_callback);
+ if (!glfwInit())
+ return 1;
+
+ // Decide GL+GLSL versions
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+ // GL ES 2.0 + GLSL 100 (WebGL 1.0)
+ const char* glsl_version = "#version 100";
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+#elif defined(IMGUI_IMPL_OPENGL_ES3)
+ // GL ES 3.0 + GLSL 300 es (WebGL 2.0)
+ const char* glsl_version = "#version 300 es";
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+#elif defined(__APPLE__)
+ // GL 3.2 + GLSL 150
+ const char* glsl_version = "#version 150";
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
+#else
+ // GL 3.0 + GLSL 130
+ const char* glsl_version = "#version 130";
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
+ //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
+#endif
+
+ // Create window with graphics context
+ float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
+ GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
+ if (window == nullptr)
+ return 1;
+ glfwMakeContextCurrent(window);
+ glfwSwapInterval(1); // Enable vsync
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplGlfw_InitForOpenGL(window, true);
+#ifdef __EMSCRIPTEN__
+ ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
+#endif
+ ImGui_ImplOpenGL3_Init(glsl_version);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+#ifdef __EMSCRIPTEN__
+ // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+ // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+ io.IniFilename = nullptr;
+ EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+ while (!glfwWindowShouldClose(window))
+#endif
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ glfwPollEvents();
+ if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
+ {
+ ImGui_ImplGlfw_Sleep(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ int display_w, display_h;
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ glViewport(0, 0, display_w, display_h);
+ glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+
+ glfwSwapBuffers(window);
+ }
+#ifdef __EMSCRIPTEN__
+ EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+ // Cleanup
+ ImGui_ImplOpenGL3_Shutdown();
+ ImGui_ImplGlfw_Shutdown();
+ ImGui::DestroyContext();
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_glfw_vulkan/CMakeLists.txt b/lib/imgui-1.92.6/examples/example_glfw_vulkan/CMakeLists.txt
new file mode 100644
index 0000000..75475db
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_vulkan/CMakeLists.txt
@@ -0,0 +1,47 @@
+# Example usage:
+# mkdir build
+# cd build
+# cmake -g "Visual Studio 14 2015" ..
+
+cmake_minimum_required(VERSION 2.8)
+project(imgui_example_glfw_vulkan C CXX)
+
+if(NOT CMAKE_BUILD_TYPE)
+ set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
+endif()
+
+set(CMAKE_CXX_STANDARD 11)
+set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
+set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
+
+# GLFW
+if(NOT GLFW_DIR)
+ set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo
+endif()
+option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
+option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
+option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF)
+option(GLFW_INSTALL "Generate installation target" OFF)
+option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
+add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL)
+include_directories(${GLFW_DIR}/include)
+
+# Dear ImGui
+set(IMGUI_DIR ../../)
+include_directories(${IMGUI_DIR} ${IMGUI_DIR}/backends ..)
+
+# Libraries
+find_package(Vulkan REQUIRED)
+#find_library(VULKAN_LIBRARY
+ #NAMES vulkan vulkan-1)
+#set(LIBRARIES "glfw;${VULKAN_LIBRARY}")
+set(LIBRARIES "glfw;Vulkan::Vulkan")
+
+# Use vulkan headers from glfw:
+include_directories(${GLFW_DIR}/deps)
+
+file(GLOB sources *.cpp)
+
+add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp)
+target_link_libraries(example_glfw_vulkan ${LIBRARIES})
+
diff --git a/lib/imgui-1.92.6/examples/example_glfw_vulkan/Makefile b/lib/imgui-1.92.6/examples/example_glfw_vulkan/Makefile
new file mode 100644
index 0000000..1a84082
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_vulkan/Makefile
@@ -0,0 +1,83 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need GLFW (http://www.glfw.org):
+# Linux:
+# apt-get install libglfw-dev
+# Mac OS X:
+# brew install glfw
+# MSYS2:
+# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_glfw_vulkan
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_vulkan.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+LINUX_GL_LIBS = -lGL
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3 vulkan`
+
+ CXXFLAGS += `pkg-config --cflags glfw3 vulkan`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += `pkg-config --libs glfw3 vulkan`
+ LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
+ #LIBS += -lglfw3
+
+ LIBS += `pkg-config --cflags glfw3 vulkan`
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -limm32
+ LIBS += `pkg-config --libs glfw3 vulkan`
+
+ CXXFLAGS += `pkg-config --cflags glfw3 vulkan`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/lib/imgui-1.92.6/examples/example_glfw_vulkan/build_win32.bat b/lib/imgui-1.92.6/examples/example_glfw_vulkan/build_win32.bat
new file mode 100644
index 0000000..bb54a42
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_vulkan/build_win32.bat
@@ -0,0 +1,14 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_glfw_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
+
+@set OUT_DIR=Release
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/lib/imgui-1.92.6/examples/example_glfw_vulkan/build_win64.bat b/lib/imgui-1.92.6/examples/example_glfw_vulkan/build_win64.bat
new file mode 100644
index 0000000..ca9b788
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_vulkan/build_win64.bat
@@ -0,0 +1,14 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup 64-bit command-line compiler.
+
+@set OUT_EXE=example_glfw_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
+
+@set OUT_DIR=Release
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/lib/imgui-1.92.6/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj b/lib/imgui-1.92.6/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj
new file mode 100644
index 0000000..a81d328
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj
@@ -0,0 +1,190 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}</ProjectGuid>
+ <RootNamespace>example_glfw_vulkan</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters b/lib/imgui-1.92.6/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters
new file mode 100644
index 0000000..510fc85
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_glfw.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_vulkan.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_glfw_vulkan/main.cpp b/lib/imgui-1.92.6/examples/example_glfw_vulkan/main.cpp
new file mode 100644
index 0000000..d70c7ce
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_vulkan/main.cpp
@@ -0,0 +1,542 @@
+// Dear ImGui: standalone example application for Glfw + Vulkan
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
+// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
+// You will use those if you want to use this rendering backend in your engine/app.
+// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
+// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
+// Read comments in imgui_impl_vulkan.h.
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_vulkan.h"
+#include <stdio.h> // printf, fprintf
+#include <stdlib.h> // abort
+#define GLFW_INCLUDE_NONE
+#define GLFW_INCLUDE_VULKAN
+#include <GLFW/glfw3.h>
+
+// Volk headers
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+#define VOLK_IMPLEMENTATION
+#include <volk.h>
+#endif
+
+// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
+// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
+// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
+#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#pragma comment(lib, "legacy_stdio_definitions")
+#endif
+
+//#define APP_USE_UNLIMITED_FRAME_RATE
+#ifdef _DEBUG
+#define APP_USE_VULKAN_DEBUG_REPORT
+static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
+#endif
+
+// Data
+static VkAllocationCallbacks* g_Allocator = nullptr;
+static VkInstance g_Instance = VK_NULL_HANDLE;
+static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
+static VkDevice g_Device = VK_NULL_HANDLE;
+static uint32_t g_QueueFamily = (uint32_t)-1;
+static VkQueue g_Queue = VK_NULL_HANDLE;
+static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
+static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
+
+static ImGui_ImplVulkanH_Window g_MainWindowData;
+static uint32_t g_MinImageCount = 2;
+static bool g_SwapChainRebuild = false;
+
+static void glfw_error_callback(int error, const char* description)
+{
+ fprintf(stderr, "GLFW Error %d: %s\n", error, description);
+}
+static void check_vk_result(VkResult err)
+{
+ if (err == VK_SUCCESS)
+ return;
+ fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
+ if (err < 0)
+ abort();
+}
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
+{
+ (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
+ fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
+ return VK_FALSE;
+}
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
+{
+ for (const VkExtensionProperties& p : properties)
+ if (strcmp(p.extensionName, extension) == 0)
+ return true;
+ return false;
+}
+
+static void SetupVulkan(ImVector<const char*> instance_extensions)
+{
+ VkResult err;
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+ volkInitialize();
+#endif
+
+ // Create Vulkan Instance
+ {
+ VkInstanceCreateInfo create_info = {};
+ create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
+
+ // Enumerate available extensions
+ uint32_t properties_count;
+ ImVector<VkExtensionProperties> properties;
+ vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
+ properties.resize(properties_count);
+ err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
+ check_vk_result(err);
+
+ // Enable required extensions
+ if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
+ instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
+#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
+ if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
+ {
+ instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
+ create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
+ }
+#endif
+
+ // Enabling validation layers
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+ const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
+ create_info.enabledLayerCount = 1;
+ create_info.ppEnabledLayerNames = layers;
+ instance_extensions.push_back("VK_EXT_debug_report");
+#endif
+
+ // Create Vulkan Instance
+ create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
+ create_info.ppEnabledExtensionNames = instance_extensions.Data;
+ err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
+ check_vk_result(err);
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+ volkLoadInstance(g_Instance);
+#endif
+
+ // Setup the debug report callback
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+ auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
+ IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
+ VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
+ debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
+ debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
+ debug_report_ci.pfnCallback = debug_report;
+ debug_report_ci.pUserData = nullptr;
+ err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
+ check_vk_result(err);
+#endif
+ }
+
+ // Select Physical Device (GPU)
+ g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
+ IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
+
+ // Select graphics queue family
+ g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
+ IM_ASSERT(g_QueueFamily != (uint32_t)-1);
+
+ // Create Logical Device (with 1 queue)
+ {
+ ImVector<const char*> device_extensions;
+ device_extensions.push_back("VK_KHR_swapchain");
+
+ // Enumerate physical device extension
+ uint32_t properties_count;
+ ImVector<VkExtensionProperties> properties;
+ vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
+ properties.resize(properties_count);
+ vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
+#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
+ if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
+ device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
+#endif
+
+ const float queue_priority[] = { 1.0f };
+ VkDeviceQueueCreateInfo queue_info[1] = {};
+ queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
+ queue_info[0].queueFamilyIndex = g_QueueFamily;
+ queue_info[0].queueCount = 1;
+ queue_info[0].pQueuePriorities = queue_priority;
+ VkDeviceCreateInfo create_info = {};
+ create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
+ create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
+ create_info.pQueueCreateInfos = queue_info;
+ create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
+ create_info.ppEnabledExtensionNames = device_extensions.Data;
+ err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
+ check_vk_result(err);
+ vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
+ }
+
+ // Create Descriptor Pool
+ // If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
+ {
+ VkDescriptorPoolSize pool_sizes[] =
+ {
+ { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
+ };
+ VkDescriptorPoolCreateInfo pool_info = {};
+ pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+ pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
+ pool_info.maxSets = 0;
+ for (VkDescriptorPoolSize& pool_size : pool_sizes)
+ pool_info.maxSets += pool_size.descriptorCount;
+ pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes);
+ pool_info.pPoolSizes = pool_sizes;
+ err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
+ check_vk_result(err);
+ }
+}
+
+// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
+// Your real engine/app may not use them.
+static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
+{
+ // Check for WSI support
+ VkBool32 res;
+ vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, surface, &res);
+ if (res != VK_TRUE)
+ {
+ fprintf(stderr, "Error no WSI support on physical device 0\n");
+ exit(-1);
+ }
+
+ // Select Surface Format
+ const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
+ const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
+ wd->Surface = surface;
+ wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_COUNTOF(requestSurfaceImageFormat), requestSurfaceColorSpace);
+
+ // Select Present Mode
+#ifdef APP_USE_UNLIMITED_FRAME_RATE
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
+#else
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
+#endif
+ wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_COUNTOF(present_modes));
+ //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
+
+ // Create SwapChain, RenderPass, Framebuffer, etc.
+ IM_ASSERT(g_MinImageCount >= 2);
+ ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0);
+}
+
+static void CleanupVulkan()
+{
+ vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+ // Remove the debug report callback
+ auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
+ f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+ vkDestroyDevice(g_Device, g_Allocator);
+ vkDestroyInstance(g_Instance, g_Allocator);
+}
+
+static void CleanupVulkanWindow(ImGui_ImplVulkanH_Window* wd)
+{
+ ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator);
+ vkDestroySurfaceKHR(g_Instance, wd->Surface, g_Allocator);
+}
+
+static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
+{
+ VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
+ VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+ VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+ if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+ g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
+ return;
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
+
+ ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
+ {
+ err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
+ check_vk_result(err);
+
+ err = vkResetFences(g_Device, 1, &fd->Fence);
+ check_vk_result(err);
+ }
+ {
+ err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
+ check_vk_result(err);
+ VkCommandBufferBeginInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+ info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+ err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
+ check_vk_result(err);
+ }
+ {
+ VkRenderPassBeginInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
+ info.renderPass = wd->RenderPass;
+ info.framebuffer = fd->Framebuffer;
+ info.renderArea.extent.width = wd->Width;
+ info.renderArea.extent.height = wd->Height;
+ info.clearValueCount = 1;
+ info.pClearValues = &wd->ClearValue;
+ vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
+ }
+
+ // Record dear imgui primitives into command buffer
+ ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
+
+ // Submit command buffer
+ vkCmdEndRenderPass(fd->CommandBuffer);
+ {
+ VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ VkSubmitInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ info.waitSemaphoreCount = 1;
+ info.pWaitSemaphores = &image_acquired_semaphore;
+ info.pWaitDstStageMask = &wait_stage;
+ info.commandBufferCount = 1;
+ info.pCommandBuffers = &fd->CommandBuffer;
+ info.signalSemaphoreCount = 1;
+ info.pSignalSemaphores = &render_complete_semaphore;
+
+ err = vkEndCommandBuffer(fd->CommandBuffer);
+ check_vk_result(err);
+ err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
+ check_vk_result(err);
+ }
+}
+
+static void FramePresent(ImGui_ImplVulkanH_Window* wd)
+{
+ if (g_SwapChainRebuild)
+ return;
+ VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+ VkPresentInfoKHR info = {};
+ info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
+ info.waitSemaphoreCount = 1;
+ info.pWaitSemaphores = &render_complete_semaphore;
+ info.swapchainCount = 1;
+ info.pSwapchains = &wd->Swapchain;
+ info.pImageIndices = &wd->FrameIndex;
+ VkResult err = vkQueuePresentKHR(g_Queue, &info);
+ if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+ g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
+ return;
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
+ wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
+}
+
+// Main code
+int main(int, char**)
+{
+ glfwSetErrorCallback(glfw_error_callback);
+ if (!glfwInit())
+ return 1;
+
+ // Create window with Vulkan context
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
+ float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
+ GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+Vulkan example", nullptr, nullptr);
+ if (!glfwVulkanSupported())
+ {
+ printf("GLFW: Vulkan Not Supported\n");
+ return 1;
+ }
+
+ ImVector<const char*> extensions;
+ uint32_t extensions_count = 0;
+ const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
+ for (uint32_t i = 0; i < extensions_count; i++)
+ extensions.push_back(glfw_extensions[i]);
+ SetupVulkan(extensions);
+
+ // Create Window Surface
+ VkSurfaceKHR surface;
+ VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface);
+ check_vk_result(err);
+
+ // Create Framebuffers
+ int w, h;
+ glfwGetFramebufferSize(window, &w, &h);
+ ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
+ SetupVulkanWindow(wd, surface, w, h);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplGlfw_InitForVulkan(window, true);
+ ImGui_ImplVulkan_InitInfo init_info = {};
+ //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
+ init_info.Instance = g_Instance;
+ init_info.PhysicalDevice = g_PhysicalDevice;
+ init_info.Device = g_Device;
+ init_info.QueueFamily = g_QueueFamily;
+ init_info.Queue = g_Queue;
+ init_info.PipelineCache = g_PipelineCache;
+ init_info.DescriptorPool = g_DescriptorPool;
+ init_info.MinImageCount = g_MinImageCount;
+ init_info.ImageCount = wd->ImageCount;
+ init_info.Allocator = g_Allocator;
+ init_info.PipelineInfoMain.RenderPass = wd->RenderPass;
+ init_info.PipelineInfoMain.Subpass = 0;
+ init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
+ init_info.CheckVkResultFn = check_vk_result;
+ ImGui_ImplVulkan_Init(&init_info);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ while (!glfwWindowShouldClose(window))
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ glfwPollEvents();
+
+ // Resize swap chain?
+ int fb_width, fb_height;
+ glfwGetFramebufferSize(window, &fb_width, &fb_height);
+ if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
+ {
+ ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
+ ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount, 0);
+ g_MainWindowData.FrameIndex = 0;
+ g_SwapChainRebuild = false;
+ }
+ if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
+ {
+ ImGui_ImplGlfw_Sleep(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplVulkan_NewFrame();
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ ImDrawData* draw_data = ImGui::GetDrawData();
+ const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
+ if (!is_minimized)
+ {
+ wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
+ wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
+ wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
+ wd->ClearValue.color.float32[3] = clear_color.w;
+ FrameRender(wd, draw_data);
+ FramePresent(wd);
+ }
+ }
+
+ // Cleanup
+ err = vkDeviceWaitIdle(g_Device);
+ check_vk_result(err);
+ ImGui_ImplVulkan_Shutdown();
+ ImGui_ImplGlfw_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupVulkanWindow(&g_MainWindowData);
+ CleanupVulkan();
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_glfw_wgpu/CMakeLists.txt b/lib/imgui-1.92.6/examples/example_glfw_wgpu/CMakeLists.txt
new file mode 100644
index 0000000..86291f9
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_wgpu/CMakeLists.txt
@@ -0,0 +1,215 @@
+# Building for desktop (WebGPU-native) with Dawn:
+# 1. git clone https://github.com/google/dawn dawn
+# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
+# 3. cmake --build build
+# The resulting binary will be found at one of the following locations:
+# * build/Debug/example_glfw_wgpu[.exe]
+# * build/example_glfw_wgpu[.exe]
+
+# Building for desktop (WGPU-Native) with WGPU-Native:
+# 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
+# 2. unzip the downloaded file in your_preferred_folder
+# 3. cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder ("full path" or "relative" starting from current directory)
+# 4. cmake --build build
+# The resulting binary will be found at one of the following locations:
+# * build/Debug/example_glfw_wgpu[.exe]
+# * build/example_glfw_wgpu[.exe]
+
+# Building for Emscripten:
+# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
+# 2. Install Ninja build system
+# 3. emcmake cmake -G Ninja -B build
+# (optional) -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py", see ReadMe.md
+# 3. cmake --build build
+# 4. emrun build/index.html
+
+cmake_minimum_required(VERSION 3.22) # Dawn requires CMake >= 3.22
+project(imgui_example_glfw_wgpu C CXX)
+
+set(IMGUI_EXECUTABLE example_glfw_wgpu)
+
+if(NOT CMAKE_BUILD_TYPE)
+ set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
+endif()
+
+set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
+
+# Dear ImGui
+set(IMGUI_DIR ../../)
+
+set(IMGUI_EXAMPLE_SOURCE_FILES
+ # Example code
+ main.cpp
+ # Dear ImGui Backend files
+ ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp
+ ${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp
+ # Dear ImGui files
+ ${IMGUI_DIR}/imgui.cpp
+ ${IMGUI_DIR}/imgui_draw.cpp
+ ${IMGUI_DIR}/imgui_demo.cpp
+ ${IMGUI_DIR}/imgui_tables.cpp
+ ${IMGUI_DIR}/imgui_widgets.cpp
+)
+
+if(EMSCRIPTEN)
+ if(NOT IMGUI_EMSCRIPTEN_WEBGPU_FLAG) # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG not used, set by current EMSCRIPTEN version
+ if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10")
+ set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Choose between --use-port=emdawnwebgpu (Dawn implementation of EMSCRIPTEN) and -sUSE_WEBGPU=1 (WGPU implementation of EMSCRIPTEN, deprecated in 4.0.10): default to --use-port=emdawnwebgpu for EMSCRIPTEN >= 4.0.10")
+ else()
+ set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "-sUSE_WEBGPU=1" CACHE STRING "Use -sUSE_WEBGPU=1 for EMSCRIPTEN WGPU implementation")
+ endif()
+ else() # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG used, check correct version
+ if(EMSCRIPTEN_VERSION VERSION_LESS "4.0.10" AND "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
+ # it's necessary EMSCRIPTEN >= v4.0.10 (although "--use-port=path/to/emdawnwebgpu.port.py" is supported/tested from v4.0.8)
+ message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10")
+ endif()
+ endif()
+
+ if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "3.1.57")
+ set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)")
+ else() # cannot use contrib.glfw3 prior to 3.1.57
+ set(IMGUI_EMSCRIPTEN_GLFW3 "-sUSE_GLFW=3" CACHE STRING "Use -sUSE_GLFW=3 for GLFW implementation" FORCE)
+ endif()
+
+ set(LIBRARIES glfw)
+ add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
+else() # Native/Desktop build
+ # Check DAWN/WGPU directory
+ if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR) # if it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR must be specified
+ message(FATAL_ERROR "Please specify the Dawn or WGPU base directory")
+ endif()
+
+ if(IMGUI_DAWN_DIR AND IMGUI_WGPU_DIR) # both IMGUI_DAWN_DIR and IMGUI_WGPU_DIR cannot be set
+ message(FATAL_ERROR "Please specify only one between Dawn / WGPU base directory")
+ endif()
+
+ if(APPLE) # Add SDL2 module to get Surface, with libs and file property for MacOS build
+ set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++")
+ set(OS_LIBRARIES "-framework CoreFoundation -framework QuartzCore -framework Metal -framework MetalKit -framework Cocoa")
+ endif()
+
+ find_package(glfw3 REQUIRED)
+
+ if(IMGUI_DAWN_DIR) # DAWN-Native build options
+ list(APPEND CMAKE_PREFIX_PATH ${IMGUI_DAWN_DIR})
+ find_package(Dawn) # Search for a Dawn installation using IMGUI_DAWN_DIR in CMAKE_PREFIX_PATH
+ if(Dawn_FOUND)
+ message("Dawn Installation has been found!")
+ set(LIBRARIES dawn::webgpu_dawn glfw ${OS_LIBRARIES})
+ else()
+ set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
+
+ option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
+ set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
+
+ option(DAWN_USE_GLFW OFF) # disable builtin GLFW in DAWN when we use SDL2 / SDL3
+
+ # Dawn builds many things by default - disable things we don't need
+ option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
+ option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
+ option(TINT_BUILD_DOCS "Build documentation" OFF)
+ option(TINT_BUILD_TESTS "Build tests" OFF)
+ if(NOT APPLE)
+ option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
+ endif()
+ if(WIN32)
+ option(DAWN_FORCE_SYSTEM_COMPONENT_LOAD "Allow system component fallback" ON)
+ option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
+ option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
+ option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
+ option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
+ option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" ON)
+ option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
+ endif()
+ # check if WAYLAND is the current Session Type and enable DAWN_USE_WAYLAND Wayland option @compile time
+ # You can override this using: cmake -DDAWN_USE_WAYLAND=X (X = ON | OFF)
+ if(LINUX)
+ if($ENV{XDG_SESSION_TYPE} MATCHES wayland)
+ option(DAWN_USE_WAYLAND "Enable support for Wayland surface" ON)
+ endif()
+ endif()
+
+ add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL)
+
+ set(LIBRARIES webgpu_dawn glfw)
+ endif()
+ else() # WGPU-Native build options
+ set(WGPU_NATIVE_LIB_DIR ${IMGUI_WGPU_DIR}/lib)
+ find_library(WGPU_LIBRARY NAMES libwgpu_native.a wgpu_native.lib wgpu_native HINTS ${WGPU_NATIVE_LIB_DIR} REQUIRED)
+ if(WIN32)
+ set(OS_LIBRARIES d3dcompiler ws2_32 userenv bcrypt ntdll opengl32 Propsys RuntimeObject)
+ elseif(UNIX AND NOT APPLE)
+ set(OS_LIBRARIES "-lm -ldl")
+ endif()
+
+ set(LIBRARIES glfw ${WGPU_LIBRARY} ${OS_LIBRARIES})
+ endif()
+endif()
+
+add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES})
+
+target_include_directories(${IMGUI_EXECUTABLE} PUBLIC
+ ${IMGUI_DIR}
+ ${IMGUI_DIR}/backends
+)
+
+target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_EXAMPLE_GLFW_WGPU")
+
+# compiler option only for IMGUI_EXAMPLE_SOURCE_FILES
+if (MSVC)
+ target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /W4) # warning level 4
+else()
+ target_compile_options(${IMGUI_EXECUTABLE} PUBLIC -Wall) # -Wextra -Wpedantic
+endif()
+
+# In this example IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU internal define is set according to:
+# EMSCRIPTEN: by used FLAG
+# --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined
+# -sUSE_WEBGPU=1 --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU defined
+# NATIVE: by used SDK installation directory
+# if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined
+# if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU defined
+
+if(NOT EMSCRIPTEN) # WegGPU-Native settings
+ # Set IMGUI_IMPL_WEBGPU_BACKEND_XXXX based on the SDK (directory) used
+ if(IMGUI_DAWN_DIR)
+ target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
+ if(NOT Dawn_FOUND)
+ target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp)
+ endif()
+ else()
+ target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
+ target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
+ endif()
+ target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES})
+
+else() # Emscripten settings
+ set(CMAKE_EXECUTABLE_SUFFIX ".html")
+
+ if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3")
+ target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_GLFW3}")
+ endif()
+ message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation")
+
+ if("${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
+ target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}")
+ target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
+ else()
+ target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
+ endif()
+ message(STATUS "Using ${IMGUI_EMSCRIPTEN_WEBGPU_FLAG} WebGPU implementation")
+
+ target_link_options(${IMGUI_EXECUTABLE} PRIVATE
+ "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}"
+ "${IMGUI_EMSCRIPTEN_GLFW3}"
+ "-sWASM=1"
+ "-sASYNCIFY=1"
+ "-sALLOW_MEMORY_GROWTH=1"
+ "-sNO_EXIT_RUNTIME=0"
+ "-sASSERTIONS=1"
+ "-sDISABLE_EXCEPTION_CATCHING=1"
+ "-sNO_FILESYSTEM=1"
+ "--shell-file=${CMAKE_CURRENT_LIST_DIR}/../libs/emscripten/shell_minimal.html"
+ )
+ set_target_properties(${IMGUI_EXECUTABLE} PROPERTIES OUTPUT_NAME "index")
+endif()
diff --git a/lib/imgui-1.92.6/examples/example_glfw_wgpu/Makefile.emscripten b/lib/imgui-1.92.6/examples/example_glfw_wgpu/Makefile.emscripten
new file mode 100644
index 0000000..8fee2fc
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_wgpu/Makefile.emscripten
@@ -0,0 +1,103 @@
+#
+# Makefile to use with emscripten
+# See https://emscripten.org/docs/getting_started/downloads.html
+# for installation instructions.
+#
+# This Makefile assumes you have loaded emscripten's environment.
+# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
+#
+# Running `make -f Makefile.emscripten` will produce three files:
+# - web/index.html
+# - web/index.js
+# - web/index.wasm
+#
+# All three are needed to run the demo.
+
+CC = emcc
+CXX = em++
+WEB_DIR = web
+EXE = $(WEB_DIR)/index.html
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+CPPFLAGS =
+LDFLAGS =
+EMS =
+
+##---------------------------------------------------------------------
+## EMSCRIPTEN OPTIONS
+##---------------------------------------------------------------------
+
+# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
+# Note: For glfw, we use emscripten-glfw port (contrib.glfw3) instead of (-s USE_GLFW=3) to get a better support for High DPI displays.
+EMS += -s DISABLE_EXCEPTION_CATCHING=1 --use-port=contrib.glfw3
+LDFLAGS += -s WASM=1
+LDFLAGS += -s ALLOW_MEMORY_GROWTH=1
+LDFLAGS += -s ASYNCIFY=1
+LDFLAGS += -s NO_EXIT_RUNTIME=0
+LDFLAGS += -s ASSERTIONS=1
+
+# (1) Using legacy WebGPU implementation (Emscripten < 4.0.10)
+#EMS += -DIMGUI_IMPL_WEBGPU_BACKEND_WGPU
+#LDFLAGS += -s USE_WEBGPU=1
+
+# or (2) Using newer Dawn-based WebGPU port (Emscripten >= 4.0.10)
+EMS += --use-port=emdawnwebgpu
+LDFLAGS += --use-port=emdawnwebgpu
+
+# Build as single file (binary text encoded in .html file)
+#LDFLAGS += -sSINGLE_FILE
+
+# Emscripten allows preloading a file or folder to be accessible at runtime.
+# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
+# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
+# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
+USE_FILE_SYSTEM ?= 0
+ifeq ($(USE_FILE_SYSTEM), 0)
+LDFLAGS += -s NO_FILESYSTEM=1
+CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
+endif
+ifeq ($(USE_FILE_SYSTEM), 1)
+LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
+endif
+
+##---------------------------------------------------------------------
+## FINAL BUILD FLAGS
+##---------------------------------------------------------------------
+
+CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+#CPPFLAGS += -g
+CPPFLAGS += -Wall -Wformat -Os $(EMS)
+LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
+LDFLAGS += $(EMS)
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(EXE)
+
+$(WEB_DIR):
+ mkdir $@
+
+serve: all
+ python3 -m http.server -d $(WEB_DIR)
+
+$(EXE): $(OBJS) $(WEB_DIR)
+ $(CXX) -o $@ $(OBJS) $(LDFLAGS)
+
+clean:
+ rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre
diff --git a/lib/imgui-1.92.6/examples/example_glfw_wgpu/README.md b/lib/imgui-1.92.6/examples/example_glfw_wgpu/README.md
new file mode 100644
index 0000000..04320d2
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_wgpu/README.md
@@ -0,0 +1,167 @@
+## How to Build
+
+
+---
+
+### Using CMake
+#### Building for desktop (WebGPU-native) with Google Dawn:
+ 1. `git clone https://github.com/google/dawn dawn`
+ 2. `cmake -B build -DIMGUI_DAWN_DIR=dawn`
+ 3. `cmake --build build`
+The resulting binary will be found at one of the following locations:
+ * build/Debug/example_glfw_wgpu[.exe]
+ * build/example_glfw_wgpu[.exe]
+
+#### Building for desktop (WebGPU-Native) with WGPU:
+ 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
+ 2. unzip the downloaded file in `your_preferred_folder`
+ 3. `cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder` ("full path" or "relative" starting from current directory)
+ 4. `cmake --build build`
+The resulting binary will be found at one of the following locations:
+ * build/Debug/example_glfw_wgpu[.exe]
+ * build/example_glfw_wgpu[.exe]
+
+#### Building for Emscripten:
+ 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
+ 2. Install Ninja build system
+ 3. `emcmake cmake -G Ninja -B build`
+ - (optional) `-DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py"`, see below
+ 4. `cmake --build build`
+
+#### Sync Emscripten with latest Google Dawn:
+If you want to sync Emscripten with latest DAWN release it's necessary to download the `port-emdawnwgpu-package` (released daily by Google) here:
+https://github.com/google/dawn/releases
+Unpack it in your preferred folder and to replace the step 3 with:
+
+3. `emcmake cmake -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py" -G Ninja -B build`
+
+**N.B.**
+For the WASM code produced by Emscripten to work correctly, it will also be necessary to have the "corresponding" (or newer) version of Google Canary (nightly build for developers) that includes the latest changes
+
+
+---
+
+### CMake by step
+
+#### Generate Dawn Native:
+
+- `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir`
+ - Using `IMGUI_DAWN_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
+
+#### Generate WGPU Native:
+
+- `cmake -G Ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -B where_to_build_dir`
+
+ - Using `IMGUI_WGPU_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
+
+#### Generate Emscripten:
+
+- `emcmake cmake -G Ninja -B where_to_build_dir`\
+CMake checks the EMSCRIPEN version then:
+ - if EMS >= 4.0.10 uses `--use-port=emdawnwebgpu` flag to build
+ - it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
+ - if EMS < 4.0.10 uses `-sUSE_WEBGPU=1` flag to build
+ - it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
+
+#### Generate Emscripten forcing `-sUSE_WEBGPU=1` deprecated flag even with EMS >= 4.0.10
+- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="-sUSE_WEBGPU=1" -B where_to_build_dir`
+ - it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
+
+#### Generate Emscripten using external WebGPU library (emdawnwebgpu_pkg)
+- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path_to_emdawnwebgpu_pkg" -B where_to_build_dir`
+ - it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
+ - *To use external WebGPU library it's necessary to have EMS >= 4.0.10 or the minimum requirements specified by the package:*
+ - https://github.com/google/dawn/releases
+
+#### Build time
+
+Once the procedure for the specific builder is generated, the build command is **always the same**:
+
+- Build using CMake
+ - `cmake --build where_to_build_dir`
+ - It will use selected builder to build the example.
+
+- Build explicitly:
+ - `cd where_to_build_dir`
+ - `ninja`
+ - This is the builder chosen during the generation phase
+
+---
+
+### CMake useful options
+#### Generator types (alternative to **ninja** builder):
+- `-G Ninja` to build with __ninja__ builder
+- `-G "Unix Makefiles"` to build with __make__ builder
+- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only
+ - **Native build only**
+ - Not **officially** supported to build Google Dawn
+
+Example:
+- using **make** instead **ninja**:
+ - `cmake -G "Unix Makefiles" -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir`
+
+**Syntax is case sensitive and the "" are necessary in case of spaces between words*
+
+#### Directories
+- The directory path can be absolute or relative (starting from the current directory)
+- It's necessary to use different `where_to_build_dir` for different CMake generations
+
+
+#### Build type
+The default build type is **Debug**
+It is possible to use a different build type using:
+- `-DCMAKE_BUILD_TYPE=Release`
+- `-DCMAKE_BUILD_TYPE=MinSizeRel`
+- `-DCMAKE_BUILD_TYPE=RelWithDebInfo`
+
+Example:
+- building **Release**:
+ - `cmake -G ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -DCMAKE_BUILD_TYPE=Release -B where_to_build_dir `
+
+#### GLFW / SDL2 / SDL3 includes, libraries, search paths and package manager
+
+Includes and libraries, by default, are searched in system/compiler paths (environment variables): you can add the path to your development tools to the environment variables without having to modify the `CMakeLists.txt` file.
+- e.g. CLang search in path specified from the following environment variables:
+ - include files: CPATH, C_INCLUDE_PATH, CPLUS_INCLUDE_PATH
+ - library files: LIBRARY_PATH
+
+If you are using a package manager (**vcpkg** / **conan** / ... ) you need/can to specify it, adding to cmake command:
+- `-DCMAKE_TOOLCHAIN_FILE=path/to/package_manager.cmake`
+
+Examples:
+
+- using **vcpkg** package manager it's necessary adding:
+ - `-DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake`
+
+- full cmake command using **vcpkg** package manager:
+ - `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake -B where_to_build_dir`
+
+---
+
+
+### Using makefile
+
+- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
+
+- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
+
+- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
+
+- Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory.
+
+- Requires recent Emscripten as WGPU is still a work-in-progress API.
+
+---
+
+## How to Run
+
+To run on a local machine:
+- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser.
+- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
+- Otherwise, generally you will need a local webserver:
+ - Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
+_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
+ - Emscripten SDK has a handy `emrun` command: `emrun web/example_glfw_wgpu.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
+ - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
+ - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
+ - If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
diff --git a/lib/imgui-1.92.6/examples/example_glfw_wgpu/main.cpp b/lib/imgui-1.92.6/examples/example_glfw_wgpu/main.cpp
new file mode 100644
index 0000000..1a6373c
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glfw_wgpu/main.cpp
@@ -0,0 +1,578 @@
+// Dear ImGui: standalone example application for GLFW + WebGPU
+// - Emscripten is supported for publishing on web. See https://emscripten.org.
+// - Dawn is used as a WebGPU implementation on desktop.
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_wgpu.h"
+#include <stdio.h>
+#include <stdlib.h>
+#include <GLFW/glfw3.h>
+
+// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
+#ifdef __EMSCRIPTEN__
+#include <emscripten.h>
+#include <emscripten/html5.h>
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+#include <emscripten/html5_webgpu.h>
+#endif
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+#include <webgpu/webgpu.h>
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+#include <webgpu/webgpu_cpp.h>
+#endif
+
+// Data
+static WGPUInstance wgpu_instance = nullptr;
+static WGPUDevice wgpu_device = nullptr;
+static WGPUSurface wgpu_surface = nullptr;
+static WGPUQueue wgpu_queue = nullptr;
+static WGPUSurfaceConfiguration wgpu_surface_configuration = {};
+static int wgpu_surface_width = 1280;
+static int wgpu_surface_height = 800;
+
+// Forward declarations
+static bool InitWGPU(GLFWwindow* window);
+WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, GLFWwindow* window);
+
+static void glfw_error_callback(int error, const char* description)
+{
+ printf("GLFW Error %d: %s\n", error, description);
+}
+
+static void ResizeSurface(int width, int height)
+{
+ wgpu_surface_configuration.width = wgpu_surface_width = width;
+ wgpu_surface_configuration.height = wgpu_surface_height = height;
+ wgpuSurfaceConfigure(wgpu_surface, &wgpu_surface_configuration);
+}
+
+// Main code
+int main(int, char**)
+{
+ glfwSetErrorCallback(glfw_error_callback);
+ if (!glfwInit())
+ return 1;
+
+ // Make sure GLFW does not initialize any graphics context.
+ // This needs to be done explicitly later.
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
+
+ // Create window
+ float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
+ wgpu_surface_width *= main_scale;
+ wgpu_surface_height *= main_scale;
+ GLFWwindow* window = glfwCreateWindow(wgpu_surface_width, wgpu_surface_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
+ if (window == nullptr)
+ return 1;
+
+ // Initialize the WebGPU environment
+ if (!InitWGPU(window))
+ {
+ glfwDestroyWindow(window);
+ glfwTerminate();
+ return 1;
+ }
+
+ glfwShowWindow(window);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplGlfw_InitForOther(window, true);
+#ifdef __EMSCRIPTEN__
+ ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
+#endif
+ ImGui_ImplWGPU_InitInfo init_info;
+ init_info.Device = wgpu_device;
+ init_info.NumFramesInFlight = 3;
+ init_info.RenderTargetFormat = wgpu_surface_configuration.format;
+ init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
+ ImGui_ImplWGPU_Init(&init_info);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
+ //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+#endif
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+#ifdef __EMSCRIPTEN__
+ // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+ // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+ io.IniFilename = nullptr;
+ EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+ while (!glfwWindowShouldClose(window))
+#endif
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ glfwPollEvents();
+ if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
+ {
+ ImGui_ImplGlfw_Sleep(10);
+ continue;
+ }
+
+ // React to changes in screen size
+ int width, height;
+ glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
+ if (width != wgpu_surface_width || height != wgpu_surface_height)
+ ResizeSurface(width, height);
+
+ // Check surface status for error. If texture is not optimal, try to reconfigure the surface.
+ WGPUSurfaceTexture surface_texture;
+ wgpuSurfaceGetCurrentTexture(wgpu_surface, &surface_texture);
+ if (ImGui_ImplWGPU_IsSurfaceStatusError(surface_texture.status))
+ {
+ fprintf(stderr, "Unrecoverable Surface Texture status=%#.8x\n", surface_texture.status);
+ abort();
+ }
+ if (ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(surface_texture.status))
+ {
+ if (surface_texture.texture)
+ wgpuTextureRelease(surface_texture.texture);
+ if (width > 0 && height > 0)
+ ResizeSurface(width, height);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplWGPU_NewFrame();
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+
+ WGPUTextureViewDescriptor view_desc = {};
+ view_desc.format = wgpu_surface_configuration.format;
+ view_desc.dimension = WGPUTextureViewDimension_2D ;
+ view_desc.mipLevelCount = WGPU_MIP_LEVEL_COUNT_UNDEFINED;
+ view_desc.arrayLayerCount = WGPU_ARRAY_LAYER_COUNT_UNDEFINED;
+ view_desc.aspect = WGPUTextureAspect_All;
+
+ WGPUTextureView texture_view = wgpuTextureCreateView(surface_texture.texture, &view_desc);
+
+ WGPURenderPassColorAttachment color_attachments = {};
+ color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
+ color_attachments.loadOp = WGPULoadOp_Clear;
+ color_attachments.storeOp = WGPUStoreOp_Store;
+ color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ color_attachments.view = texture_view;
+
+ WGPURenderPassDescriptor render_pass_desc = {};
+ render_pass_desc.colorAttachmentCount = 1;
+ render_pass_desc.colorAttachments = &color_attachments;
+ render_pass_desc.depthStencilAttachment = nullptr;
+
+ WGPUCommandEncoderDescriptor enc_desc = {};
+ WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
+
+ WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
+ ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
+ wgpuRenderPassEncoderEnd(pass);
+
+ WGPUCommandBufferDescriptor cmd_buffer_desc = {};
+ WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
+ wgpuQueueSubmit(wgpu_queue, 1, &cmd_buffer);
+
+#ifndef __EMSCRIPTEN__
+ wgpuSurfacePresent(wgpu_surface);
+ // Tick needs to be called in Dawn to display validation errors
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+ wgpuDeviceTick(wgpu_device);
+#endif
+#endif
+ wgpuTextureViewRelease(texture_view);
+ wgpuRenderPassEncoderRelease(pass);
+ wgpuCommandEncoderRelease(encoder);
+ wgpuCommandBufferRelease(cmd_buffer);
+ }
+#ifdef __EMSCRIPTEN__
+ EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+ // Cleanup
+ ImGui_ImplWGPU_Shutdown();
+ ImGui_ImplGlfw_Shutdown();
+ ImGui::DestroyContext();
+
+ wgpuSurfaceUnconfigure(wgpu_surface);
+ wgpuSurfaceRelease(wgpu_surface);
+ wgpuQueueRelease(wgpu_queue);
+ wgpuDeviceRelease(wgpu_device);
+ wgpuInstanceRelease(wgpu_instance);
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ return 0;
+}
+
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+static WGPUAdapter RequestAdapter(wgpu::Instance& instance)
+{
+ wgpu::Adapter acquired_adapter;
+ wgpu::RequestAdapterOptions adapter_options;
+ auto onRequestAdapter = [&](wgpu::RequestAdapterStatus status, wgpu::Adapter adapter, wgpu::StringView message)
+ {
+ if (status != wgpu::RequestAdapterStatus::Success)
+ {
+ printf("Failed to get an adapter: %s\n", message.data);
+ return;
+ }
+ acquired_adapter = std::move(adapter);
+ };
+
+ // Synchronously (wait until) acquire Adapter
+ wgpu::Future waitAdapterFunc { instance.RequestAdapter(&adapter_options, wgpu::CallbackMode::WaitAnyOnly, onRequestAdapter) };
+ wgpu::WaitStatus waitStatusAdapter = instance.WaitAny(waitAdapterFunc, UINT64_MAX);
+ IM_ASSERT(acquired_adapter != nullptr && waitStatusAdapter == wgpu::WaitStatus::Success && "Error on Adapter request");
+ return acquired_adapter.MoveToCHandle();
+}
+
+static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter)
+{
+ // Set device callback functions
+ wgpu::DeviceDescriptor device_desc;
+ device_desc.SetDeviceLostCallback(wgpu::CallbackMode::AllowSpontaneous,
+ [](const wgpu::Device&, wgpu::DeviceLostReason type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetDeviceLostReasonName((WGPUDeviceLostReason)type), msg.data); }
+ );
+ device_desc.SetUncapturedErrorCallback(
+ [](const wgpu::Device&, wgpu::ErrorType type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetErrorTypeName((WGPUErrorType)type), msg.data); }
+ );
+
+ wgpu::Device acquired_device;
+ auto onRequestDevice = [&](wgpu::RequestDeviceStatus status, wgpu::Device local_device, wgpu::StringView message)
+ {
+ if (status != wgpu::RequestDeviceStatus::Success)
+ {
+ printf("Failed to get an device: %s\n", message.data);
+ return;
+ }
+ acquired_device = std::move(local_device);
+ };
+
+ // Synchronously (wait until) get Device
+ wgpu::Future waitDeviceFunc { adapter.RequestDevice(&device_desc, wgpu::CallbackMode::WaitAnyOnly, onRequestDevice) };
+ wgpu::WaitStatus waitStatusDevice = instance.WaitAny(waitDeviceFunc, UINT64_MAX);
+ IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request");
+ return acquired_device.MoveToCHandle();
+}
+#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+#ifdef __EMSCRIPTEN__
+// Adapter and device initialization via JS
+EM_ASYNC_JS( void, getAdapterAndDeviceViaJS, (),
+{
+ if (!navigator.gpu)
+ throw Error("WebGPU not supported.");
+ const adapter = await navigator.gpu.requestAdapter();
+ const device = await adapter.requestDevice();
+ Module.preinitializedWebGPUDevice = device;
+} );
+#else // __EMSCRIPTEN__
+static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2)
+{
+ if (status == WGPURequestAdapterStatus_Success)
+ {
+ WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1;
+ *extAdapter = adapter;
+ }
+ else
+ {
+ printf("Request_adapter status=%#.8x message=%.*s\n", status, (int) message.length, message.data);
+ }
+}
+
+static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2)
+{
+ if (status == WGPURequestDeviceStatus_Success)
+ {
+ WGPUDevice* extDevice = (WGPUDevice*)userdata1;
+ *extDevice = device;
+ }
+ else
+ {
+ printf("Request_device status=%#.8x message=%.*s\n", status, (int) message.length, message.data);
+ }
+}
+
+static WGPUAdapter RequestAdapter(WGPUInstance& instance)
+{
+ WGPURequestAdapterOptions adapter_options = {};
+
+ WGPUAdapter local_adapter;
+ WGPURequestAdapterCallbackInfo adapterCallbackInfo = {};
+ adapterCallbackInfo.callback = handle_request_adapter;
+ adapterCallbackInfo.userdata1 = &local_adapter;
+
+ wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo);
+ IM_ASSERT(local_adapter && "Error on Adapter request");
+ return local_adapter;
+}
+
+static WGPUDevice RequestDevice(WGPUAdapter& adapter)
+{
+ WGPUDevice local_device;
+ WGPURequestDeviceCallbackInfo deviceCallbackInfo = {};
+ deviceCallbackInfo.callback = handle_request_device;
+ deviceCallbackInfo.userdata1 = &local_device;
+ wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo);
+ IM_ASSERT(local_device && "Error on Device request");
+ return local_device;
+}
+#endif // __EMSCRIPTEN__
+#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
+
+bool InitWGPU(GLFWwindow* window)
+{
+ WGPUTextureFormat preferred_fmt = WGPUTextureFormat_Undefined; // acquired from SurfaceCapabilities
+
+ // Google DAWN backend: Adapter and Device acquisition, Surface creation
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+ wgpu::InstanceDescriptor instance_desc = {};
+ static constexpr wgpu::InstanceFeatureName timedWaitAny = wgpu::InstanceFeatureName::TimedWaitAny;
+ instance_desc.requiredFeatureCount = 1;
+ instance_desc.requiredFeatures = &timedWaitAny;
+ wgpu::Instance instance = wgpu::CreateInstance(&instance_desc);
+
+ wgpu::Adapter adapter = RequestAdapter(instance);
+ ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter.Get());
+
+ wgpu_device = RequestDevice(instance, adapter);
+
+ // Create the surface.
+#ifdef __EMSCRIPTEN__
+ wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector canvas_desc = {};
+ canvas_desc.selector = "#canvas";
+
+ wgpu::SurfaceDescriptor surface_desc = {};
+ surface_desc.nextInChain = &canvas_desc;
+ wgpu_surface = instance.CreateSurface(&surface_desc).MoveToCHandle();
+#else
+ wgpu_surface = CreateWGPUSurface(instance.Get(), window);
+#endif
+ if (!wgpu_surface)
+ return false;
+
+ // Moving Dawn objects into WGPU handles
+ wgpu_instance = instance.MoveToCHandle();
+
+ WGPUSurfaceCapabilities surface_capabilities = {};
+ wgpuSurfaceGetCapabilities(wgpu_surface, adapter.Get(), &surface_capabilities);
+
+ preferred_fmt = surface_capabilities.formats[0];
+
+ // WGPU backend: Adapter and Device acquisition, Surface creation
+#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+ wgpu_instance = wgpuCreateInstance(nullptr);
+
+#ifdef __EMSCRIPTEN__
+ getAdapterAndDeviceViaJS();
+
+ wgpu_device = emscripten_webgpu_get_device();
+ IM_ASSERT(wgpu_device != nullptr && "Error creating the Device");
+
+ WGPUSurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
+ html_surface_desc.chain.sType = WGPUSType_SurfaceDescriptorFromCanvasHTMLSelector;
+ html_surface_desc.selector = "#canvas";
+
+ WGPUSurfaceDescriptor surface_desc = {};
+ surface_desc.nextInChain = &html_surface_desc.chain;
+
+ // Create the surface.
+ wgpu_surface = wgpuInstanceCreateSurface(wgpu_instance, &surface_desc);
+ preferred_fmt = wgpuSurfaceGetPreferredFormat(wgpu_surface, {} /* adapter */);
+#else // __EMSCRIPTEN__
+ wgpuSetLogCallback(
+ [](WGPULogLevel level, WGPUStringView msg, void* userdata) { fprintf(stderr, "%s: %.*s\n", ImGui_ImplWGPU_GetLogLevelName(level), (int)msg.length, msg.data); }, nullptr
+ );
+ wgpuSetLogLevel(WGPULogLevel_Warn);
+
+ WGPUAdapter adapter = RequestAdapter(wgpu_instance);
+ ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
+
+ wgpu_device = RequestDevice(adapter);
+
+ // Create the surface.
+ wgpu_surface = CreateWGPUSurface(wgpu_instance, window);
+ if (!wgpu_surface)
+ return false;
+
+ WGPUSurfaceCapabilities surface_capabilities = {};
+ wgpuSurfaceGetCapabilities(wgpu_surface, adapter, &surface_capabilities);
+
+ preferred_fmt = surface_capabilities.formats[0];
+#endif // __EMSCRIPTEN__
+#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
+
+ wgpu_surface_configuration.presentMode = WGPUPresentMode_Fifo;
+ wgpu_surface_configuration.alphaMode = WGPUCompositeAlphaMode_Auto;
+ wgpu_surface_configuration.usage = WGPUTextureUsage_RenderAttachment;
+ wgpu_surface_configuration.width = wgpu_surface_width;
+ wgpu_surface_configuration.height = wgpu_surface_height;
+ wgpu_surface_configuration.device = wgpu_device;
+ wgpu_surface_configuration.format = preferred_fmt;
+
+ wgpuSurfaceConfigure(wgpu_surface, &wgpu_surface_configuration);
+ wgpu_queue = wgpuDeviceGetQueue(wgpu_device);
+
+ return true;
+}
+
+// GLFW helper to create a WebGPU surface, used only in WGPU-Native. DAWN-Native already has a built-in function
+// As of today (2025/10) there is no "official" support in GLFW to create a surface for WebGPU backend
+// This stub uses "low level" GLFW calls to acquire information from a specific Window Manager.
+// Currently supported platforms: Windows / Linux (X11 and Wayland) / MacOS. Not necessary nor available with EMSCRIPTEN.
+#ifndef __EMSCRIPTEN__
+
+#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)
+#define GLFW_HAS_X11_OR_WAYLAND 1
+#else
+#define GLFW_HAS_X11_OR_WAYLAND 0
+#endif
+#ifdef _WIN32
+#undef APIENTRY
+#ifndef GLFW_EXPOSE_NATIVE_WIN32 // for glfwGetWin32Window()
+#define GLFW_EXPOSE_NATIVE_WIN32
+#endif
+#elif defined(__APPLE__)
+#ifndef GLFW_EXPOSE_NATIVE_COCOA // for glfwGetCocoaWindow()
+#define GLFW_EXPOSE_NATIVE_COCOA
+#endif
+#elif GLFW_HAS_X11_OR_WAYLAND
+#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)
+#define GLFW_EXPOSE_NATIVE_X11
+#endif
+#ifndef GLFW_EXPOSE_NATIVE_WAYLAND
+#if defined(__has_include) && __has_include(<wayland-client.h>)
+#define GLFW_EXPOSE_NATIVE_WAYLAND
+#endif
+#endif
+#endif
+#include <GLFW/glfw3native.h>
+#undef Status // X11 headers are leaking this and also 'Success', 'Always', 'None', all used in DAWN api. Add #undef if necessary.
+
+WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, GLFWwindow* window)
+{
+ ImGui_ImplWGPU_CreateSurfaceInfo create_info = {};
+ create_info.Instance = instance;
+#if defined(GLFW_EXPOSE_NATIVE_COCOA)
+ {
+ create_info.System = "cocoa";
+ create_info.RawWindow = (void*)glfwGetCocoaWindow(window);
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
+ if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
+ {
+ create_info.System = "wayland";
+ create_info.RawDisplay = (void*)glfwGetWaylandDisplay();
+ create_info.RawSurface = (void*)glfwGetWaylandWindow(window);
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+#elif defined(GLFW_EXPOSE_NATIVE_X11)
+ if (glfwGetPlatform() == GLFW_PLATFORM_X11)
+ {
+ create_info.System = "x11";
+ create_info.RawWindow = (void*)glfwGetX11Window(window);
+ create_info.RawDisplay = (void*)glfwGetX11Display();
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+#elif defined(GLFW_EXPOSE_NATIVE_WIN32)
+ {
+ create_info.System = "win32";
+ create_info.RawWindow = (void*)glfwGetWin32Window(window);
+ create_info.RawInstance = (void*)::GetModuleHandle(NULL);
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+#else
+#error "Unsupported WebGPU native platform!"
+#endif
+ return nullptr;
+}
+#endif // #ifndef __EMSCRIPTEN__
diff --git a/lib/imgui-1.92.6/examples/example_glut_opengl2/Makefile b/lib/imgui-1.92.6/examples/example_glut_opengl2/Makefile
new file mode 100644
index 0000000..7af289d
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glut_opengl2/Makefile
@@ -0,0 +1,75 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# Linux:
+# apt-get install freeglut3-dev
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_glut_opengl2
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glut.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += -lGL -lglut
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework OpenGL -framework GLUT
+ LIBS += -L/usr/local/lib -L/opt/local/lib
+
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -lopengl32 -limm32
+ifeq ($(shell pkg-config freeglut --exists 2> /dev/null && echo yes || echo no),yes)
+ CXXFLAGS += $(shell pkg-config freeglut --cflags)
+ LIBS += $(shell pkg-config freeglut --libs)
+else
+ LIBS += -lglut
+endif
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/lib/imgui-1.92.6/examples/example_glut_opengl2/example_glut_opengl2.vcxproj b/lib/imgui-1.92.6/examples/example_glut_opengl2/example_glut_opengl2.vcxproj
new file mode 100644
index 0000000..c56452b
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glut_opengl2/example_glut_opengl2.vcxproj
@@ -0,0 +1,186 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{F90D0333-5FB1-440D-918D-DD39A1B5187E}</ProjectGuid>
+ <RootNamespace>example_glut_opengl2</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>$(GLUT_ROOT_PATH)/lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;freeglut.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>$(GLUT_ROOT_PATH)/lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;freeglut.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>$(GLUT_ROOT_PATH)/lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;freeglut.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>$(GLUT_ROOT_PATH)/lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;freeglut.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_glut.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_glut.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_glut_opengl2/example_glut_opengl2.vcxproj.filters b/lib/imgui-1.92.6/examples/example_glut_opengl2/example_glut_opengl2.vcxproj.filters
new file mode 100644
index 0000000..0ac4a0b
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glut_opengl2/example_glut_opengl2.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{c336cfe3-f0c4-464c-9ef0-a9e17a7ff222}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_glut.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_glut.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_glut_opengl2/main.cpp b/lib/imgui-1.92.6/examples/example_glut_opengl2/main.cpp
new file mode 100644
index 0000000..ca8017f
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_glut_opengl2/main.cpp
@@ -0,0 +1,165 @@
+// Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
+// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
+// !!! Nowadays, prefer using GLFW or SDL instead!
+
+// On Windows, you can install Freeglut using vcpkg:
+// git clone https://github.com/Microsoft/vcpkg
+// cd vcpkg
+// bootstrap - vcpkg.bat
+// vcpkg install freeglut --triplet=x86-windows ; for win32
+// vcpkg install freeglut --triplet=x64-windows ; for win64
+// vcpkg integrate install ; register include and libs in Visual Studio
+
+#include "imgui.h"
+#include "imgui_impl_glut.h"
+#include "imgui_impl_opengl2.h"
+#define GL_SILENCE_DEPRECATION
+#ifdef __APPLE__
+#include <GLUT/glut.h>
+#else
+#include <GL/freeglut.h>
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (disable: 4505) // unreferenced local function has been removed
+#endif
+
+// Forward declarations of helper functions
+void MainLoopStep();
+
+// Our state
+static bool show_demo_window = true;
+static bool show_another_window = false;
+static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+int main(int argc, char** argv)
+{
+ // Create GLUT window
+ glutInit(&argc, argv);
+#ifdef __FREEGLUT_EXT_H__
+ glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
+#endif
+ glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
+ glutInitWindowSize(1280, 800);
+ glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
+
+ // Setup GLUT display function
+ // We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
+ // otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
+ glutDisplayFunc(MainLoopStep);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup Platform/Renderer backends
+ // FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs().
+ ImGui_ImplGLUT_Init();
+ ImGui_ImplOpenGL2_Init();
+
+ // Install GLUT handlers (glutReshapeFunc(), glutMotionFunc(), glutPassiveMotionFunc(), glutMouseFunc(), glutKeyboardFunc() etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ ImGui_ImplGLUT_InstallFuncs();
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Main loop
+ glutMainLoop();
+
+ // Cleanup
+ ImGui_ImplOpenGL2_Shutdown();
+ ImGui_ImplGLUT_Shutdown();
+ ImGui::DestroyContext();
+
+ return 0;
+}
+
+void MainLoopStep()
+{
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplGLUT_NewFrame();
+ ImGui::NewFrame();
+ ImGuiIO& io = ImGui::GetIO();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
+ glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
+ ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+
+ glutSwapBuffers();
+ glutPostRedisplay();
+}
diff --git a/lib/imgui-1.92.6/examples/example_null/Makefile b/lib/imgui-1.92.6/examples/example_null/Makefile
new file mode 100644
index 0000000..4a67cec
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_null/Makefile
@@ -0,0 +1,92 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1+ and Mac OS X
+#
+# Important: This is a "null backend" application, with no visible output or interaction!
+# This is used for testing purpose and continuous integration, and has little use for end-user.
+#
+
+# Options
+WITH_EXTRA_WARNINGS ?= 0
+WITH_FREETYPE ?= 0
+
+EXE = example_null
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS += -std=c++11 -I$(IMGUI_DIR)
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+# We use the WITH_EXTRA_WARNINGS flag on our CI setup to eagerly catch zealous warnings
+ifeq ($(WITH_EXTRA_WARNINGS), 1)
+ CXXFLAGS += -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros
+endif
+
+# We use the WITH_FREETYPE flag on our CI setup to test compiling misc/freetype/imgui_freetype.cpp
+# (only supported on Linux, and note that the imgui_freetype code currently won't be executed)
+ifeq ($(WITH_FREETYPE), 1)
+ SOURCES += $(IMGUI_DIR)/misc/freetype/imgui_freetype.cpp
+ CXXFLAGS += $(shell pkg-config --cflags freetype2)
+ LIBS += $(shell pkg-config --libs freetype2)
+endif
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ ifeq ($(WITH_EXTRA_WARNINGS), 1)
+ CXXFLAGS += -Wextra -Wpedantic
+ ifeq ($(shell $(CXX) -v 2>&1 | grep -c "clang version"), 1)
+ CXXFLAGS += -Wshadow -Wsign-conversion
+ endif
+ endif
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ ifeq ($(WITH_EXTRA_WARNINGS), 1)
+ CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-poison-system-directories
+ endif
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ ifeq ($(WITH_EXTRA_WARNINGS), 1)
+ CXXFLAGS += -Wextra -Wpedantic
+ endif
+ LIBS += -limm32
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/misc/freetype/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/lib/imgui-1.92.6/examples/example_null/build_win32.bat b/lib/imgui-1.92.6/examples/example_null/build_win32.bat
new file mode 100644
index 0000000..be81d80
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_null/build_win32.bat
@@ -0,0 +1,3 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /utf-8 /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib
diff --git a/lib/imgui-1.92.6/examples/example_null/example_null.vcxproj b/lib/imgui-1.92.6/examples/example_null/example_null.vcxproj
new file mode 100644
index 0000000..8ef991f
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_null/example_null.vcxproj
@@ -0,0 +1,178 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}</ProjectGuid>
+ <RootNamespace>example_win32_directx11</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\backends\imgui_impl_null.h" />
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\backends\imgui_impl_null.cpp">
+ <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
+ <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
+ <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
+ <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_null/example_null.vcxproj.filters b/lib/imgui-1.92.6/examples/example_null/example_null.vcxproj.filters
new file mode 100644
index 0000000..6d575a8
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_null/example_null.vcxproj.filters
@@ -0,0 +1,57 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_null.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_null.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_null/main.cpp b/lib/imgui-1.92.6/examples/example_null/main.cpp
new file mode 100644
index 0000000..eba6756
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_null/main.cpp
@@ -0,0 +1,43 @@
+// dear imgui: "null" example application
+// (compile and link imgui, create context, run headless with NO INPUTS, NO GRAPHICS OUTPUT)
+// This is useful to test building, but you cannot interact with anything here!
+#include "imgui.h"
+#include <stdio.h>
+
+// For imgui_impl_null: use relative filename + embed implementation directly by including the .cpp file.
+// This is to simplify casual building of this example from all sorts of test scripts.
+#include "../../backends/imgui_impl_null.h"
+#include "../../backends/imgui_impl_null.cpp"
+
+int main(int, char**)
+{
+ IMGUI_CHECKVERSION();
+
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplNullPlatform_Init();
+ ImGui_ImplNullRender_Init();
+
+ for (int n = 0; n < 20; n++)
+ {
+ printf("NewFrame() %d\n", n);
+ ImGui_ImplNullPlatform_NewFrame();
+ ImGui_ImplNullRender_NewFrame();
+ ImGui::NewFrame();
+
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::ShowDemoWindow(nullptr);
+
+ ImGui::Render();
+ }
+
+ printf("DestroyContext()\n");
+ ImGui_ImplNullRender_Shutdown();
+ ImGui_ImplNullPlatform_Shutdown();
+ ImGui::DestroyContext();
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_directx11/build_win32.bat b/lib/imgui-1.92.6/examples/example_sdl2_directx11/build_win32.bat
new file mode 100644
index 0000000..f0b485c
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_directx11/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl2_directx11
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj b/lib/imgui-1.92.6/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj
new file mode 100644
index 0000000..c23800c
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj
@@ -0,0 +1,187 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{9E1987E3-1F19-45CA-B9C9-D31E791836D8}</ProjectGuid>
+ <RootNamespace>example_sdl2_directx11</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ <ProjectName>example_sdl2_directx11</ProjectName>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
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+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_dx11.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_dx11.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters b/lib/imgui-1.92.6/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters
new file mode 100644
index 0000000..92d11f8
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters
@@ -0,0 +1,63 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_dx11.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_dx11.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_directx11/main.cpp b/lib/imgui-1.92.6/examples/example_sdl2_directx11/main.cpp
new file mode 100644
index 0000000..cf39716
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_directx11/main.cpp
@@ -0,0 +1,265 @@
+// Dear ImGui: standalone example application for SDL2 + DirectX 11
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_dx11.h"
+#include <d3d11.h>
+#include <stdio.h>
+#include <SDL.h>
+#include <SDL_syswm.h>
+
+// Data
+static ID3D11Device* g_pd3dDevice = nullptr;
+static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
+static IDXGISwapChain* g_pSwapChain = nullptr;
+static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void CreateRenderTarget();
+void CleanupRenderTarget();
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+ // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
+ // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
+#ifdef _WIN32
+ ::SetProcessDPIAware();
+#endif
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+ {
+ printf("Error: %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // From 2.0.18: Enable native IME.
+#ifdef SDL_HINT_IME_SHOW_UI
+ SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+#endif
+
+ // Setup window
+ float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
+ SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ SDL_SysWMinfo wmInfo;
+ SDL_VERSION(&wmInfo.version);
+ SDL_GetWindowWMInfo(window, &wmInfo);
+ HWND hwnd = (HWND)wmInfo.info.win.window;
+
+ // Initialize Direct3D
+ if (!CreateDeviceD3D(hwnd))
+ {
+ CleanupDeviceD3D();
+ return 1;
+ }
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL2_InitForD3D(window);
+ ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ done = true;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
+ {
+ // Release all outstanding references to the swap chain's buffers before resizing.
+ CleanupRenderTarget();
+ g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
+ CreateRenderTarget();
+ }
+ }
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ {
+ SDL_Delay(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX11_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
+ g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
+ ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+
+ g_pSwapChain->Present(1, 0); // Present with vsync
+ //g_pSwapChain->Present(0, 0); // Present without vsync
+ }
+
+ // Cleanup
+ ImGui_ImplDX11_Shutdown();
+ ImGui_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceD3D();
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
+
+// Helper functions to use DirectX11
+bool CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ // This is a basic setup. Optimally could use e.g. DXGI_SWAP_EFFECT_FLIP_DISCARD and handle fullscreen mode differently. See #8979 for suggestions.
+ DXGI_SWAP_CHAIN_DESC sd;
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = 0;
+ sd.BufferDesc.Height = 0;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+ UINT createDeviceFlags = 0;
+ //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
+ HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
+ if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
+ res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
+ if (res != S_OK)
+ return false;
+
+ CreateRenderTarget();
+ return true;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
+ if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
+}
+
+void CreateRenderTarget()
+{
+ ID3D11Texture2D* pBackBuffer;
+ g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
+ pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+ if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
+}
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_metal/Makefile b/lib/imgui-1.92.6/examples/example_sdl2_metal/Makefile
new file mode 100644
index 0000000..53c5f75
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_metal/Makefile
@@ -0,0 +1,47 @@
+#
+# You will need SDL2 (http://www.libsdl.org):
+# brew install sdl2
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl2_metal
+IMGUI_DIR = ../..
+SOURCES = main.mm
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+
+LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
+LIBS += `sdl2-config --libs`
+LIBS += -L/usr/local/lib
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include
+CXXFLAGS += `sdl2-config --cflags`
+CXXFLAGS += -Wall -Wformat
+CFLAGS = $(CXXFLAGS)
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:%.mm
+ $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.mm
+ $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_metal/main.mm b/lib/imgui-1.92.6/examples/example_sdl2_metal/main.mm
new file mode 100644
index 0000000..ea2afda
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_metal/main.mm
@@ -0,0 +1,191 @@
+// Dear ImGui: standalone example application for SDL2 + Metal
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_metal.h"
+#include <stdio.h>
+#include <SDL.h>
+
+#import <Metal/Metal.h>
+#import <QuartzCore/QuartzCore.h>
+
+int main(int, char**)
+{
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Setup SDL
+ // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
+ // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+ {
+ printf("Error: %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail.
+ SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
+
+ // Enable native IME.
+ SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 800, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+ if (window == nullptr)
+ {
+ printf("Error creating window: %s\n", SDL_GetError());
+ return -2;
+ }
+
+ SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
+ if (renderer == nullptr)
+ {
+ printf("Error creating renderer: %s\n", SDL_GetError());
+ return -3;
+ }
+
+ // Setup Platform/Renderer backends
+ CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer);
+ layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
+ ImGui_ImplMetal_Init(layer.device);
+ ImGui_ImplSDL2_InitForMetal(window);
+
+ id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
+ MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ @autoreleasepool
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ done = true;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ int width, height;
+ SDL_GetRendererOutputSize(renderer, &width, &height);
+ layer.drawableSize = CGSizeMake(width, height);
+ id<CAMetalDrawable> drawable = [layer nextDrawable];
+
+ id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
+ renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
+ renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
+ renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
+ renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
+ id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
+ [renderEncoder pushDebugGroup:@"ImGui demo"];
+
+ // Start the Dear ImGui frame
+ ImGui_ImplMetal_NewFrame(renderPassDescriptor);
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
+
+ [renderEncoder popDebugGroup];
+ [renderEncoder endEncoding];
+
+ [commandBuffer presentDrawable:drawable];
+ [commandBuffer commit];
+ }
+ }
+
+ // Cleanup
+ ImGui_ImplMetal_Shutdown();
+ ImGui_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_DestroyRenderer(renderer);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_opengl2/Makefile b/lib/imgui-1.92.6/examples/example_sdl2_opengl2/Makefile
new file mode 100644
index 0000000..a85ced0
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_opengl2/Makefile
@@ -0,0 +1,79 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL2 (http://www.libsdl.org):
+# Linux:
+# apt-get install libsdl2-dev
+# Mac OS X:
+# brew install sdl2
+# MSYS2:
+# pacman -S mingw-w64-i686-SDL2
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl2_opengl2
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += -lGL -ldl `sdl2-config --libs`
+
+ CXXFLAGS += `sdl2-config --cflags`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
+ LIBS += -L/usr/local/lib -L/opt/local/lib
+
+ CXXFLAGS += `sdl2-config --cflags`
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
+
+ CXXFLAGS += `pkg-config --cflags sdl2`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_opengl2/README.md b/lib/imgui-1.92.6/examples/example_sdl2_opengl2/README.md
new file mode 100644
index 0000000..40a49e6
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_opengl2/README.md
@@ -0,0 +1,29 @@
+
+# How to Build
+
+- On Windows with Visual Studio's IDE
+
+Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
+
+- On Windows with Visual Studio's CLI
+
+```
+set SDL2_DIR=path_to_your_sdl2_folder
+cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
+# or for 64-bit:
+cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+```
+
+- On Linux and similar Unixes
+
+```
+c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
+```
+
+- On Mac OS X
+
+```
+brew install sdl2
+c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
+```
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_opengl2/build_win32.bat b/lib/imgui-1.92.6/examples/example_sdl2_opengl2/build_win32.bat
new file mode 100644
index 0000000..7543eda
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_opengl2/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl2_opengl2
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj b/lib/imgui-1.92.6/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj
new file mode 100644
index 0000000..036463f
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj
@@ -0,0 +1,186 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
+ <RootNamespace>example_sdl2_opengl2</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj.filters b/lib/imgui-1.92.6/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj.filters
new file mode 100644
index 0000000..752a196
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_opengl2/main.cpp b/lib/imgui-1.92.6/examples/example_sdl2_opengl2/main.cpp
new file mode 100644
index 0000000..3b3412b
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_opengl2/main.cpp
@@ -0,0 +1,190 @@
+// Dear ImGui: standalone example application for SDL2 + OpenGL
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+// **Prefer using the code in the example_sdl2_opengl3/ folder**
+// See imgui_impl_sdl2.cpp for details.
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_opengl2.h"
+#include <stdio.h>
+#include <SDL.h>
+#include <SDL_opengl.h>
+#ifdef _WIN32
+#include <windows.h> // SetProcessDPIAware()
+#endif
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+#ifdef _WIN32
+ ::SetProcessDPIAware();
+#endif
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+ {
+ printf("Error: %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // From 2.0.18: Enable native IME.
+#ifdef SDL_HINT_IME_SHOW_UI
+ SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+#endif
+
+ // Setup window
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+ SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+ float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
+ SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ SDL_GLContext gl_context = SDL_GL_CreateContext(window);
+ SDL_GL_MakeCurrent(window, gl_context);
+ SDL_GL_SetSwapInterval(1); // Enable vsync
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
+ ImGui_ImplOpenGL2_Init();
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ done = true;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ {
+ SDL_Delay(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
+ ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+ SDL_GL_SwapWindow(window);
+ }
+
+ // Cleanup
+ ImGui_ImplOpenGL2_Shutdown();
+ ImGui_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_GL_DeleteContext(gl_context);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_opengl3/Makefile b/lib/imgui-1.92.6/examples/example_sdl2_opengl3/Makefile
new file mode 100644
index 0000000..5b4f941
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_opengl3/Makefile
@@ -0,0 +1,91 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL2 (http://www.libsdl.org):
+# Linux:
+# apt-get install libsdl2-dev
+# Mac OS X:
+# brew install sdl2
+# MSYS2:
+# pacman -S mingw-w64-i686-SDL2
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl2_opengl3
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+LINUX_GL_LIBS = -lGL
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## OPENGL ES
+##---------------------------------------------------------------------
+
+## This assumes a GL ES library available in the system, e.g. libGLESv2.so
+# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
+# LINUX_GL_LIBS = -lGLESv2
+## If you're on a Raspberry Pi and want to use the legacy drivers,
+## use the following instead:
+# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += $(LINUX_GL_LIBS) -ldl `sdl2-config --libs`
+
+ CXXFLAGS += `sdl2-config --cflags`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
+ LIBS += -L/usr/local/lib -L/opt/local/lib
+
+ CXXFLAGS += `sdl2-config --cflags`
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
+
+ CXXFLAGS += `pkg-config --cflags sdl2`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_opengl3/Makefile.emscripten b/lib/imgui-1.92.6/examples/example_sdl2_opengl3/Makefile.emscripten
new file mode 100644
index 0000000..bc06ade
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_opengl3/Makefile.emscripten
@@ -0,0 +1,95 @@
+#
+# Makefile to use with SDL+emscripten
+# See https://emscripten.org/docs/getting_started/downloads.html
+# for installation instructions.
+#
+# This Makefile assumes you have loaded emscripten's environment.
+# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
+#
+# Running `make -f Makefile.emscripten` will produce three files:
+# - web/index.html
+# - web/index.js
+# - web/index.wasm
+#
+# All three are needed to run the demo.
+
+CC = emcc
+CXX = em++
+WEB_DIR = web
+EXE = $(WEB_DIR)/index.html
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+CPPFLAGS =
+LDFLAGS =
+EMS =
+
+##---------------------------------------------------------------------
+## EMSCRIPTEN OPTIONS
+##---------------------------------------------------------------------
+
+# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
+EMS += -s USE_SDL=2
+EMS += -s DISABLE_EXCEPTION_CATCHING=1
+LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+
+# Build as single file (binary text encoded in .html file)
+#LDFLAGS += -sSINGLE_FILE
+
+# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
+#EMS += -s BINARYEN_TRAP_MODE=clamp
+#EMS += -s SAFE_HEAP=1 ## Adds overhead
+
+# Emscripten allows preloading a file or folder to be accessible at runtime.
+# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
+# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
+# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
+USE_FILE_SYSTEM ?= 0
+ifeq ($(USE_FILE_SYSTEM), 0)
+LDFLAGS += -s NO_FILESYSTEM=1
+CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
+endif
+ifeq ($(USE_FILE_SYSTEM), 1)
+LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
+endif
+
+##---------------------------------------------------------------------
+## FINAL BUILD FLAGS
+##---------------------------------------------------------------------
+
+CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+#CPPFLAGS += -g
+CPPFLAGS += -Wall -Wformat -Os $(EMS)
+LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
+LDFLAGS += $(EMS)
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(EXE)
+
+$(WEB_DIR):
+ mkdir $@
+
+serve: all
+ python3 -m http.server -d $(WEB_DIR)
+
+$(EXE): $(OBJS) $(WEB_DIR)
+ $(CXX) -o $@ $(OBJS) $(LDFLAGS)
+
+clean:
+ rm -rf $(OBJS) $(WEB_DIR)
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_opengl3/README.md b/lib/imgui-1.92.6/examples/example_sdl2_opengl3/README.md
new file mode 100644
index 0000000..81fd9fe
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_opengl3/README.md
@@ -0,0 +1,57 @@
+
+# How to Build
+
+## Windows with Visual Studio's IDE
+
+Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
+
+## Windows with Visual Studio's CLI
+
+Use build_win32.bat or directly:
+```
+set SDL2_DIR=path_to_your_sdl2_folder
+cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
+# or for 64-bit:
+cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+```
+
+## Linux and similar Unixes
+
+Use our Makefile or directly:
+```
+c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
+ main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
+ `sdl2-config --libs` -lGL -ldl
+```
+
+## macOS
+
+Use our Makefile or directly:
+```
+brew install sdl2
+c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
+ main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
+ `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
+```
+
+## Emscripten
+
+**Building**
+
+You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
+
+- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
+- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
+- Then build using `make -f Makefile.emscripten` while in the current directory.
+
+**Running an Emscripten project**
+
+To run on a local machine:
+- `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
+- Otherwise, generally you will need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
+_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
+- Emscripten SDK has a handy `emrun` command: `emrun web/index.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
+- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
+- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
+- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_opengl3/build_win32.bat b/lib/imgui-1.92.6/examples/example_sdl2_opengl3/build_win32.bat
new file mode 100644
index 0000000..7b2fac9
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_opengl3/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl2_opengl3
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj b/lib/imgui-1.92.6/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj
new file mode 100644
index 0000000..6a81c67
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj
@@ -0,0 +1,187 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{BBAEB705-1669-40F3-8567-04CF6A991F4C}</ProjectGuid>
+ <RootNamespace>example_sdl2_opengl3</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters b/lib/imgui-1.92.6/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters
new file mode 100644
index 0000000..846d557
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters
@@ -0,0 +1,67 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_opengl3/main.cpp b/lib/imgui-1.92.6/examples/example_sdl2_opengl3/main.cpp
new file mode 100644
index 0000000..0d992d4
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_opengl3/main.cpp
@@ -0,0 +1,240 @@
+// Dear ImGui: standalone example application for SDL2 + OpenGL
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_opengl3.h"
+#include <stdio.h>
+#include <SDL.h>
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+#include <SDL_opengles2.h>
+#else
+#include <SDL_opengl.h>
+#endif
+#ifdef _WIN32
+#include <windows.h> // SetProcessDPIAware()
+#endif
+
+// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+#ifdef _WIN32
+ ::SetProcessDPIAware();
+#endif
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+ {
+ printf("Error: %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // Decide GL+GLSL versions
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+ // GL ES 2.0 + GLSL 100 (WebGL 1.0)
+ const char* glsl_version = "#version 100";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#elif defined(IMGUI_IMPL_OPENGL_ES3)
+ // GL ES 3.0 + GLSL 300 es (WebGL 2.0)
+ const char* glsl_version = "#version 300 es";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#elif defined(__APPLE__)
+ // GL 3.2 Core + GLSL 150
+ const char* glsl_version = "#version 150";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+#else
+ // GL 3.0 + GLSL 130
+ const char* glsl_version = "#version 130";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#endif
+
+ // From 2.0.18: Enable native IME.
+#ifdef SDL_HINT_IME_SHOW_UI
+ SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+#endif
+
+ // Create window with graphics context
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+ SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+ float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
+ SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ SDL_GLContext gl_context = SDL_GL_CreateContext(window);
+ if (gl_context == nullptr)
+ {
+ printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ SDL_GL_MakeCurrent(window, gl_context);
+ SDL_GL_SetSwapInterval(1); // Enable vsync
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
+ ImGui_ImplOpenGL3_Init(glsl_version);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+#ifdef __EMSCRIPTEN__
+ // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+ // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+ io.IniFilename = nullptr;
+ EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+ while (!done)
+#endif
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ done = true;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ {
+ SDL_Delay(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+ SDL_GL_SwapWindow(window);
+ }
+#ifdef __EMSCRIPTEN__
+ EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+ // Cleanup
+ ImGui_ImplOpenGL3_Shutdown();
+ ImGui_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_GL_DeleteContext(gl_context);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/Makefile b/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/Makefile
new file mode 100644
index 0000000..5820d9b
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/Makefile
@@ -0,0 +1,79 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL2 (http://www.libsdl.org):
+# Linux:
+# apt-get install libsdl2-dev
+# Mac OS X:
+# brew install sdl2
+# MSYS2:
+# pacman -S mingw-w64-i686-SDL2
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl2_sdlrenderer2
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer2.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += -lGL -ldl `sdl2-config --libs`
+
+ CXXFLAGS += `sdl2-config --cflags`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
+ LIBS += -L/usr/local/lib -L/opt/local/lib
+
+ CXXFLAGS += `sdl2-config --cflags`
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
+
+ CXXFLAGS += `pkg-config --cflags sdl2`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/README.md b/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/README.md
new file mode 100644
index 0000000..ef6fe85
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/README.md
@@ -0,0 +1,25 @@
+
+# How to Build
+
+- On Windows with Visual Studio's CLI
+
+```
+set SDL2_DIR=path_to_your_sdl2_folder
+cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console
+# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
+# or for 64-bit:
+cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console
+```
+
+- On Linux and similar Unixes
+
+```
+c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
+```
+
+- On Mac OS X
+
+```
+brew install sdl2
+c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
+```
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/build_win32.bat b/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/build_win32.bat
new file mode 100644
index 0000000..e311bfc
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl2_sdlrenderer_
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj b/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj
new file mode 100644
index 0000000..cf2c890
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj
@@ -0,0 +1,187 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{0C0B2BEA-311F-473C-9652-87923EF639E3}</ProjectGuid>
+ <RootNamespace>example_sdl2_sdlrenderer2</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ <ProjectName>example_sdl2_sdlrenderer2</ProjectName>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer2.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer2.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project>
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj.filters b/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj.filters
new file mode 100644
index 0000000..5c6da42
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer2.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer2.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project>
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/main.cpp b/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/main.cpp
new file mode 100644
index 0000000..b698673
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_sdlrenderer2/main.cpp
@@ -0,0 +1,191 @@
+// Dear ImGui: standalone example application for SDL2 + SDL_Renderer
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important to understand: SDL_Renderer is an _optional_ component of SDL2.
+// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_sdlrenderer2.h"
+#include <stdio.h>
+#include <SDL.h>
+#ifdef _WIN32
+#include <windows.h> // SetProcessDPIAware()
+#endif
+
+#if !SDL_VERSION_ATLEAST(2,0,17)
+#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
+#endif
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+#ifdef _WIN32
+ ::SetProcessDPIAware();
+#endif
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+ {
+ printf("Error: %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // From 2.0.18: Enable native IME.
+#ifdef SDL_HINT_IME_SHOW_UI
+ SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+#endif
+
+ // Create window with SDL_Renderer graphics context
+ float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
+ SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return 1;
+ }
+ SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
+ if (renderer == nullptr)
+ {
+ SDL_Log("Error creating SDL_Renderer!");
+ return 1;
+ }
+ //SDL_RendererInfo info;
+ //SDL_GetRendererInfo(renderer, &info);
+ //SDL_Log("Current SDL_Renderer: %s", info.name);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
+ ImGui_ImplSDLRenderer2_Init(renderer);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ done = true;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ {
+ SDL_Delay(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplSDLRenderer2_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
+ SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
+ SDL_RenderClear(renderer);
+ ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer);
+ SDL_RenderPresent(renderer);
+ }
+
+ // Cleanup
+ ImGui_ImplSDLRenderer2_Shutdown();
+ ImGui_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_DestroyRenderer(renderer);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_vulkan/Makefile b/lib/imgui-1.92.6/examples/example_sdl2_vulkan/Makefile
new file mode 100644
index 0000000..e722ab0
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_vulkan/Makefile
@@ -0,0 +1,80 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL2 (http://www.libsdl.org):
+# Linux:
+# apt-get install libsdl2-dev
+# Mac OS X:
+# brew install sdl2
+# MSYS2:
+# pacman -S mingw-w64-i686-SDL2
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl2_vulkan
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_vulkan.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += -lGL -ldl
+ LIBS += `pkg-config --libs sdl2 vulkan`
+ CXXFLAGS += `pkg-config --cflags sdl2 vulkan`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += `pkg-config --libs sdl2 vulkan`
+ LIBS += -L/usr/local/lib -L/opt/local/lib
+
+ CXXFLAGS += `pkg-config --cflags sdl2 vulkan`
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2 vulkan`
+
+ CXXFLAGS += `pkg-config --cflags sdl2 vulkan`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_vulkan/build_win32.bat b/lib/imgui-1.92.6/examples/example_sdl2_vulkan/build_win32.bat
new file mode 100644
index 0000000..f634aba
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_vulkan/build_win32.bat
@@ -0,0 +1,14 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_sdl2_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
+
+@set OUT_DIR=Release
+@REM mkdir %OUT_DIR%
+@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_vulkan/build_win64.bat b/lib/imgui-1.92.6/examples/example_sdl2_vulkan/build_win64.bat
new file mode 100644
index 0000000..5d315cc
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_vulkan/build_win64.bat
@@ -0,0 +1,14 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_sdl2_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
+
+@set OUT_DIR=Release
+@REM mkdir %OUT_DIR%
+@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj b/lib/imgui-1.92.6/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj
new file mode 100644
index 0000000..bcf99a4
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj
@@ -0,0 +1,190 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}</ProjectGuid>
+ <RootNamespace>example_sdl2_vulkan</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project>
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters b/lib/imgui-1.92.6/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters
new file mode 100644
index 0000000..ab42485
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_vulkan.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_vulkan/main.cpp b/lib/imgui-1.92.6/examples/example_sdl2_vulkan/main.cpp
new file mode 100644
index 0000000..f395343
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_vulkan/main.cpp
@@ -0,0 +1,557 @@
+// Dear ImGui: standalone example application for SDL2 + Vulkan
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
+// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
+// You will use those if you want to use this rendering backend in your engine/app.
+// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
+// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
+// Read comments in imgui_impl_vulkan.h.
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_vulkan.h"
+#include <stdio.h> // printf, fprintf
+#include <stdlib.h> // abort
+#include <SDL.h>
+#include <SDL_vulkan.h>
+#ifdef _WIN32
+#include <windows.h> // SetProcessDPIAware()
+#endif
+
+// Volk headers
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+#define VOLK_IMPLEMENTATION
+#include <volk.h>
+#endif
+
+//#define APP_USE_UNLIMITED_FRAME_RATE
+#ifdef _DEBUG
+#define APP_USE_VULKAN_DEBUG_REPORT
+static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
+#endif
+
+// Data
+static VkAllocationCallbacks* g_Allocator = nullptr;
+static VkInstance g_Instance = VK_NULL_HANDLE;
+static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
+static VkDevice g_Device = VK_NULL_HANDLE;
+static uint32_t g_QueueFamily = (uint32_t)-1;
+static VkQueue g_Queue = VK_NULL_HANDLE;
+static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
+static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
+
+static ImGui_ImplVulkanH_Window g_MainWindowData;
+static uint32_t g_MinImageCount = 2;
+static bool g_SwapChainRebuild = false;
+
+static void check_vk_result(VkResult err)
+{
+ if (err == VK_SUCCESS)
+ return;
+ fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
+ if (err < 0)
+ abort();
+}
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
+{
+ (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
+ fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
+ return VK_FALSE;
+}
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
+{
+ for (const VkExtensionProperties& p : properties)
+ if (strcmp(p.extensionName, extension) == 0)
+ return true;
+ return false;
+}
+
+static void SetupVulkan(ImVector<const char*> instance_extensions)
+{
+ VkResult err;
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+ volkInitialize();
+#endif
+
+ // Create Vulkan Instance
+ {
+ VkInstanceCreateInfo create_info = {};
+ create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
+
+ // Enumerate available extensions
+ uint32_t properties_count;
+ ImVector<VkExtensionProperties> properties;
+ vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
+ properties.resize(properties_count);
+ err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
+ check_vk_result(err);
+
+ // Enable required extensions
+ if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
+ instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
+#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
+ if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
+ {
+ instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
+ create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
+ }
+#endif
+
+ // Enabling validation layers
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+ const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
+ create_info.enabledLayerCount = 1;
+ create_info.ppEnabledLayerNames = layers;
+ instance_extensions.push_back("VK_EXT_debug_report");
+#endif
+
+ // Create Vulkan Instance
+ create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
+ create_info.ppEnabledExtensionNames = instance_extensions.Data;
+ err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
+ check_vk_result(err);
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+ volkLoadInstance(g_Instance);
+#endif
+
+ // Setup the debug report callback
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+ auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
+ IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
+ VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
+ debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
+ debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
+ debug_report_ci.pfnCallback = debug_report;
+ debug_report_ci.pUserData = nullptr;
+ err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
+ check_vk_result(err);
+#endif
+ }
+
+ // Select Physical Device (GPU)
+ g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
+ IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
+
+ // Select graphics queue family
+ g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
+ IM_ASSERT(g_QueueFamily != (uint32_t)-1);
+
+ // Create Logical Device (with 1 queue)
+ {
+ ImVector<const char*> device_extensions;
+ device_extensions.push_back("VK_KHR_swapchain");
+
+ // Enumerate physical device extension
+ uint32_t properties_count;
+ ImVector<VkExtensionProperties> properties;
+ vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
+ properties.resize(properties_count);
+ vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
+#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
+ if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
+ device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
+#endif
+
+ const float queue_priority[] = { 1.0f };
+ VkDeviceQueueCreateInfo queue_info[1] = {};
+ queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
+ queue_info[0].queueFamilyIndex = g_QueueFamily;
+ queue_info[0].queueCount = 1;
+ queue_info[0].pQueuePriorities = queue_priority;
+ VkDeviceCreateInfo create_info = {};
+ create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
+ create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
+ create_info.pQueueCreateInfos = queue_info;
+ create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
+ create_info.ppEnabledExtensionNames = device_extensions.Data;
+ err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
+ check_vk_result(err);
+ vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
+ }
+
+ // Create Descriptor Pool
+ // If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
+ {
+ VkDescriptorPoolSize pool_sizes[] =
+ {
+ { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
+ };
+ VkDescriptorPoolCreateInfo pool_info = {};
+ pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+ pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
+ pool_info.maxSets = 0;
+ for (VkDescriptorPoolSize& pool_size : pool_sizes)
+ pool_info.maxSets += pool_size.descriptorCount;
+ pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes);
+ pool_info.pPoolSizes = pool_sizes;
+ err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
+ check_vk_result(err);
+ }
+}
+
+// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
+// Your real engine/app may not use them.
+static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
+{
+ // Check for WSI support
+ VkBool32 res;
+ vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, surface, &res);
+ if (res != VK_TRUE)
+ {
+ fprintf(stderr, "Error no WSI support on physical device 0\n");
+ exit(-1);
+ }
+
+ // Select Surface Format
+ const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
+ const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
+ wd->Surface = surface;
+ wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_COUNTOF(requestSurfaceImageFormat), requestSurfaceColorSpace);
+
+ // Select Present Mode
+#ifdef APP_USE_UNLIMITED_FRAME_RATE
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
+#else
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
+#endif
+ wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_COUNTOF(present_modes));
+ //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
+
+ // Create SwapChain, RenderPass, Framebuffer, etc.
+ IM_ASSERT(g_MinImageCount >= 2);
+ ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0);
+}
+
+static void CleanupVulkan()
+{
+ vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+ // Remove the debug report callback
+ auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
+ f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+ vkDestroyDevice(g_Device, g_Allocator);
+ vkDestroyInstance(g_Instance, g_Allocator);
+}
+
+static void CleanupVulkanWindow(ImGui_ImplVulkanH_Window* wd)
+{
+ ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator);
+ vkDestroySurfaceKHR(g_Instance, wd->Surface, g_Allocator);
+}
+
+static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
+{
+ VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
+ VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+ VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+ if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+ g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
+ return;
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
+
+ ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
+ {
+ err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
+ check_vk_result(err);
+
+ err = vkResetFences(g_Device, 1, &fd->Fence);
+ check_vk_result(err);
+ }
+ {
+ err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
+ check_vk_result(err);
+ VkCommandBufferBeginInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+ info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+ err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
+ check_vk_result(err);
+ }
+ {
+ VkRenderPassBeginInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
+ info.renderPass = wd->RenderPass;
+ info.framebuffer = fd->Framebuffer;
+ info.renderArea.extent.width = wd->Width;
+ info.renderArea.extent.height = wd->Height;
+ info.clearValueCount = 1;
+ info.pClearValues = &wd->ClearValue;
+ vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
+ }
+
+ // Record dear imgui primitives into command buffer
+ ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
+
+ // Submit command buffer
+ vkCmdEndRenderPass(fd->CommandBuffer);
+ {
+ VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ VkSubmitInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ info.waitSemaphoreCount = 1;
+ info.pWaitSemaphores = &image_acquired_semaphore;
+ info.pWaitDstStageMask = &wait_stage;
+ info.commandBufferCount = 1;
+ info.pCommandBuffers = &fd->CommandBuffer;
+ info.signalSemaphoreCount = 1;
+ info.pSignalSemaphores = &render_complete_semaphore;
+
+ err = vkEndCommandBuffer(fd->CommandBuffer);
+ check_vk_result(err);
+ err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
+ check_vk_result(err);
+ }
+}
+
+static void FramePresent(ImGui_ImplVulkanH_Window* wd)
+{
+ if (g_SwapChainRebuild)
+ return;
+ VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+ VkPresentInfoKHR info = {};
+ info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
+ info.waitSemaphoreCount = 1;
+ info.pWaitSemaphores = &render_complete_semaphore;
+ info.swapchainCount = 1;
+ info.pSwapchains = &wd->Swapchain;
+ info.pImageIndices = &wd->FrameIndex;
+ VkResult err = vkQueuePresentKHR(g_Queue, &info);
+ if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+ g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
+ return;
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
+ wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
+}
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+#ifdef _WIN32
+ ::SetProcessDPIAware();
+#endif
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+ {
+ printf("Error: %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // From 2.0.18: Enable native IME.
+#ifdef SDL_HINT_IME_SHOW_UI
+ SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+#endif
+
+ // Create window with Vulkan graphics context
+ float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
+ SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ ImVector<const char*> extensions;
+ uint32_t extensions_count = 0;
+ SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, nullptr);
+ extensions.resize(extensions_count);
+ SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions.Data);
+ SetupVulkan(extensions);
+
+ // Create Window Surface
+ VkSurfaceKHR surface;
+ VkResult err;
+ if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0)
+ {
+ printf("Failed to create Vulkan surface.\n");
+ return 1;
+ }
+
+ // Create Framebuffers
+ int w, h;
+ SDL_GetWindowSize(window, &w, &h);
+ ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
+ SetupVulkanWindow(wd, surface, w, h);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL2_InitForVulkan(window);
+ ImGui_ImplVulkan_InitInfo init_info = {};
+ //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
+ init_info.Instance = g_Instance;
+ init_info.PhysicalDevice = g_PhysicalDevice;
+ init_info.Device = g_Device;
+ init_info.QueueFamily = g_QueueFamily;
+ init_info.Queue = g_Queue;
+ init_info.PipelineCache = g_PipelineCache;
+ init_info.DescriptorPool = g_DescriptorPool;
+ init_info.MinImageCount = g_MinImageCount;
+ init_info.ImageCount = wd->ImageCount;
+ init_info.Allocator = g_Allocator;
+ init_info.PipelineInfoMain.RenderPass = wd->RenderPass;
+ init_info.PipelineInfoMain.Subpass = 0;
+ init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
+ init_info.CheckVkResultFn = check_vk_result;
+ ImGui_ImplVulkan_Init(&init_info);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ done = true;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ {
+ SDL_Delay(10);
+ continue;
+ }
+
+ // Resize swap chain?
+ int fb_width, fb_height;
+ SDL_GetWindowSize(window, &fb_width, &fb_height);
+ if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
+ {
+ ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
+ ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount, 0);
+ g_MainWindowData.FrameIndex = 0;
+ g_SwapChainRebuild = false;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplVulkan_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ ImDrawData* draw_data = ImGui::GetDrawData();
+ const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
+ if (!is_minimized)
+ {
+ wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
+ wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
+ wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
+ wd->ClearValue.color.float32[3] = clear_color.w;
+ FrameRender(wd, draw_data);
+ FramePresent(wd);
+ }
+ }
+
+ // Cleanup
+ err = vkDeviceWaitIdle(g_Device);
+ check_vk_result(err);
+ ImGui_ImplVulkan_Shutdown();
+ ImGui_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupVulkanWindow(&g_MainWindowData);
+ CleanupVulkan();
+
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_wgpu/CMakeLists.txt b/lib/imgui-1.92.6/examples/example_sdl2_wgpu/CMakeLists.txt
new file mode 100644
index 0000000..ae0d626
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_wgpu/CMakeLists.txt
@@ -0,0 +1,205 @@
+# Building for desktop (WebGPU-native) with Dawn:
+# 1. git clone https://github.com/google/dawn dawn
+# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
+# 3. cmake --build build
+# The resulting binary will be found at one of the following locations:
+# * build/Debug/example_sdl2_wgpu[.exe]
+# * build/example_sdl2_wgpu[.exe]
+
+# Building for desktop (WGPU-Native) with WGPU-Native:
+# 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
+# 2. unzip the downloaded file in your_preferred_folder
+# 3. cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder ("full path" or "relative" starting from current directory)
+# 4. cmake --build build
+# The resulting binary will be found at one of the following locations:
+# * build/Debug/example_sdl2_wgpu[.exe]
+# * build/example_sdl2_wgpu[.exe]
+
+# Building for Emscripten:
+# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
+# 2. Install Ninja build system
+# 3. emcmake cmake -G Ninja -B build
+# (optional) -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py", see ReadMe.md
+# 3. cmake --build build
+# 4. emrun build/index.html
+
+cmake_minimum_required(VERSION 3.22) # Dawn requires CMake >= 3.22
+project(imgui_example_sdl2_wgpu C CXX)
+
+set(IMGUI_EXECUTABLE example_sdl2_wgpu)
+
+if(NOT CMAKE_BUILD_TYPE)
+ set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
+endif()
+
+set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
+
+# Dear ImGui
+set(IMGUI_DIR ../../)
+
+# ImGui example commons source files
+set(IMGUI_EXAMPLE_SOURCE_FILES
+ main.cpp
+ # backend files
+ ${IMGUI_DIR}/backends/imgui_impl_sdl2.cpp
+ ${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp
+ # Dear ImGui files
+ ${IMGUI_DIR}/imgui.cpp
+ ${IMGUI_DIR}/imgui_draw.cpp
+ ${IMGUI_DIR}/imgui_demo.cpp
+ ${IMGUI_DIR}/imgui_tables.cpp
+ ${IMGUI_DIR}/imgui_widgets.cpp
+)
+
+if(EMSCRIPTEN)
+ if(NOT IMGUI_EMSCRIPTEN_WEBGPU_FLAG) # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG not used, set by current EMSCRIPTEN version
+ if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10")
+ set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Choose between --use-port=emdawnwebgpu (Dawn implementation of EMSCRIPTEN) and -sUSE_WEBGPU=1 (WGPU implementation of EMSCRIPTEN, deprecated in 4.0.10): default to --use-port=emdawnwebgpu for EMSCRIPTEN >= 4.0.10")
+ else()
+ set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "-sUSE_WEBGPU=1" CACHE STRING "Use -sUSE_WEBGPU=1 for EMSCRIPTEN WGPU implementation")
+ endif()
+ else() # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG used, check correct version
+ if(EMSCRIPTEN_VERSION VERSION_LESS "4.0.10" AND "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
+ # it's necessary EMSCRIPTEN >= v4.0.10 (although "--use-port=path/to/emdawnwebgpu.port.py" is supported/tested from v4.0.8)
+ message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10")
+ endif()
+ endif()
+
+ add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
+else() # Native/Desktop build
+ if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR) # if it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR must be specified
+ message(FATAL_ERROR "Please specify the Dawn or WGPU base directory")
+ endif()
+
+ if(IMGUI_DAWN_DIR AND IMGUI_WGPU_DIR) # both IMGUI_DAWN_DIR and IMGUI_WGPU_DIR cannot be set
+ message(FATAL_ERROR "Please specify only one between Dawn / WGPU base directory")
+ endif()
+
+ if(APPLE) # Add SDL2 module to get Surface, with libs and file property for MacOS build
+ set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++")
+ set(OS_LIBRARIES "-framework CoreFoundation -framework QuartzCore -framework Metal -framework MetalKit -framework Cocoa")
+ endif()
+
+ find_package(SDL2 REQUIRED) # SDL_MAIN_HANDLED
+
+ if(IMGUI_DAWN_DIR) # DAWN-Native build options
+ list(APPEND CMAKE_PREFIX_PATH ${IMGUI_DAWN_DIR})
+ find_package(Threads) # required from Dawn installation
+ find_package(Dawn) # Search for a Dawn installation using IMGUI_DAWN_DIR in CMAKE_PREFIX_PATH
+ if(Dawn_FOUND)
+ message("Dawn Installation has been found!")
+ set(LIBRARIES dawn::webgpu_dawn ${OS_LIBRARIES})
+ else()
+ set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
+
+ option(DAWN_USE_GLFW OFF) # disable builtin GLFW in DAWN when we use SDL2 / SDL3
+
+ option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
+ set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
+
+ # Dawn builds many things by default - disable things we don't need
+ option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
+ option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
+ option(TINT_BUILD_DOCS "Build documentation" OFF)
+ option(TINT_BUILD_TESTS "Build tests" OFF)
+ if(NOT APPLE)
+ option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
+ endif()
+ if(WIN32)
+ option(DAWN_FORCE_SYSTEM_COMPONENT_LOAD "Allow system component fallback" ON)
+ option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
+ option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
+ option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
+ option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
+ option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" ON)
+ option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
+ endif()
+ # check if WAYLAND is the current Session Type and enable DAWN_USE_WAYLAND Wayland option @compile time
+ # You can override this using: cmake -DDAWN_USE_WAYLAND=X (X = ON | OFF)
+ if(LINUX)
+ if($ENV{XDG_SESSION_TYPE} MATCHES wayland)
+ option(DAWN_USE_WAYLAND "Enable support for Wayland surface" ON)
+ endif()
+ endif()
+
+ add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL)
+
+ set(LIBRARIES webgpu_dawn ${OS_LIBRARIES})
+ endif()
+ else() # WGPU-Native build options
+
+ set(WGPU_NATIVE_LIB_DIR ${IMGUI_WGPU_DIR}/lib)
+ find_library(WGPU_LIBRARY NAMES libwgpu_native.a wgpu_native.lib wgpu_native HINTS ${WGPU_NATIVE_LIB_DIR} REQUIRED)
+ if(WIN32)
+ set(OS_LIBRARIES d3dcompiler ws2_32 userenv bcrypt ntdll opengl32 Propsys RuntimeObject)
+ elseif(UNIX AND NOT APPLE)
+ set(OS_LIBRARIES "-lm -ldl")
+ endif()
+
+ set(LIBRARIES ${WGPU_LIBRARY} ${OS_LIBRARIES})
+ endif()
+endif()
+
+add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES})
+
+target_include_directories(${IMGUI_EXECUTABLE} PUBLIC
+ ${IMGUI_DIR}
+ ${IMGUI_DIR}/backends
+ ${SDL2_INCLUDE_DIRS}
+)
+
+target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_EXAMPLE_SDL2_WGPU")
+
+# compiler option only for IMGUI_EXAMPLE_SOURCE_FILES
+if (MSVC)
+ target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /W4) # warning level 4
+else()
+ target_compile_options(${IMGUI_EXECUTABLE} PUBLIC -Wall) # -Wextra -Wpedantic
+endif()
+
+# IMGUI_IMPL_WEBGPU_BACKEND_DAWN/WGPU internal define is set according to:
+# EMSCRIPTEN: by used FLAG
+# --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled (+EMSCRIPTEN)
+# -sUSE_WEBGPU=1 --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU enabled (+EMSCRIPTEN)
+# NATIVE: by used SDK installation directory
+# if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled
+# if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU enabled
+
+if(NOT EMSCRIPTEN) # WegGPU-Native settings
+ if(IMGUI_DAWN_DIR)
+ target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
+ if(NOT Dawn_FOUND)
+ target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp)
+ endif()
+ else()
+ target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
+ target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
+ endif()
+
+ target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES} ${SDL2_LIBRARIES})
+else() # Emscripten settings
+ set(CMAKE_EXECUTABLE_SUFFIX ".html")
+
+ if("${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
+ target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}")
+ target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
+ else()
+ target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
+ endif()
+ message(STATUS "Using ${IMGUI_EMSCRIPTEN_WEBGPU_FLAG} WebGPU implementation")
+
+ target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "-sUSE_SDL=2")
+ target_link_options(${IMGUI_EXECUTABLE} PRIVATE
+ "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}"
+ "-sUSE_SDL=2"
+ "-sWASM=1"
+ "-sASYNCIFY=1"
+ "-sALLOW_MEMORY_GROWTH=1"
+ "-sNO_EXIT_RUNTIME=0"
+ "-sASSERTIONS=1"
+ "-sDISABLE_EXCEPTION_CATCHING=1"
+ "-sNO_FILESYSTEM=1"
+ "--shell-file=${CMAKE_CURRENT_LIST_DIR}/../libs/emscripten/shell_minimal.html"
+ )
+ set_target_properties(${IMGUI_EXECUTABLE} PROPERTIES OUTPUT_NAME "index")
+endif()
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_wgpu/Makefile.emscripten b/lib/imgui-1.92.6/examples/example_sdl2_wgpu/Makefile.emscripten
new file mode 100644
index 0000000..69bcb00
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_wgpu/Makefile.emscripten
@@ -0,0 +1,103 @@
+#
+# Makefile to use with emscripten
+# See https://emscripten.org/docs/getting_started/downloads.html
+# for installation instructions.
+#
+# This Makefile assumes you have loaded emscripten's environment.
+# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
+#
+# Running `make -f Makefile.emscripten` will produce three files:
+# - web/index.html
+# - web/index.js
+# - web/index.wasm
+#
+# All three are needed to run the demo.
+
+CC = emcc
+CXX = em++
+WEB_DIR = web
+EXE = $(WEB_DIR)/index.html
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+CPPFLAGS =
+LDFLAGS =
+EMS =
+
+##---------------------------------------------------------------------
+## EMSCRIPTEN OPTIONS
+##---------------------------------------------------------------------
+
+# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
+EMS += -s USE_SDL=2
+EMS += -s DISABLE_EXCEPTION_CATCHING=1
+LDFLAGS += -s WASM=1
+LDFLAGS += -s ALLOW_MEMORY_GROWTH=1
+LDFLAGS += -s ASYNCIFY=1
+LDFLAGS += -s NO_EXIT_RUNTIME=0
+LDFLAGS += -s ASSERTIONS=1
+
+# (1) Using legacy WebGPU implementation (Emscripten < 4.0.10)
+#EMS += -DIMGUI_IMPL_WEBGPU_BACKEND_WGPU
+#LDFLAGS += -s USE_WEBGPU=1
+
+# or (2) Using newer Dawn-based WebGPU port (Emscripten >= 4.0.10)
+EMS += --use-port=emdawnwebgpu
+LDFLAGS += --use-port=emdawnwebgpu
+
+# Build as single file (binary text encoded in .html file)
+#LDFLAGS += -sSINGLE_FILE
+
+# Emscripten allows preloading a file or folder to be accessible at runtime.
+# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
+# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
+# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
+USE_FILE_SYSTEM ?= 0
+ifeq ($(USE_FILE_SYSTEM), 0)
+LDFLAGS += -s NO_FILESYSTEM=1
+CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
+endif
+ifeq ($(USE_FILE_SYSTEM), 1)
+LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
+endif
+
+##---------------------------------------------------------------------
+## FINAL BUILD FLAGS
+##---------------------------------------------------------------------
+
+CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+#CPPFLAGS += -g
+CPPFLAGS += -Wall -Wformat -Os $(EMS)
+LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
+LDFLAGS += $(EMS)
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(EXE)
+
+$(WEB_DIR):
+ mkdir $@
+
+serve: all
+ python3 -m http.server -d $(WEB_DIR)
+
+$(EXE): $(OBJS) $(WEB_DIR)
+ $(CXX) -o $@ $(OBJS) $(LDFLAGS)
+
+clean:
+ rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_wgpu/README.md b/lib/imgui-1.92.6/examples/example_sdl2_wgpu/README.md
new file mode 100644
index 0000000..afba7b8
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_wgpu/README.md
@@ -0,0 +1,167 @@
+## How to Build
+
+
+---
+
+### Using CMake
+#### Building for desktop (WebGPU-native) with Google Dawn:
+ 1. `git clone https://github.com/google/dawn dawn`
+ 2. `cmake -B build -DIMGUI_DAWN_DIR=dawn`
+ 3. `cmake --build build`
+The resulting binary will be found at one of the following locations:
+ * build/Debug/example_sdl2_wgpu[.exe]
+ * build/example_sdl2_wgpu[.exe]
+
+#### Building for desktop (WebGPU-Native) with WGPU:
+ 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
+ 2. unzip the downloaded file in `your_preferred_folder`
+ 3. `cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder` ("full path" or "relative" starting from current directory)
+ 4. `cmake --build build`
+The resulting binary will be found at one of the following locations:
+ * build/Debug/example_sdl2_wgpu[.exe]
+ * build/example_sdl2_wgpu[.exe]
+
+#### Building for Emscripten:
+ 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
+ 2. Install Ninja build system
+ 3. `emcmake cmake -G Ninja -B build`
+ - (optional) `-DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py"`, see below
+ 4. `cmake --build build`
+
+#### Sync Emscripten with latest Google Dawn:
+If you want to sync Emscripten with latest DAWN release it's necessary to download the `port-emdawnwgpu-package` (released daily by Google) here:
+https://github.com/google/dawn/releases
+Unpack it in your preferred folder and to replace the step 3 with:
+
+3. `emcmake cmake -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py" -G Ninja -B build`
+
+**N.B.**
+For the WASM code produced by Emscripten to work correctly, it will also be necessary to have the "corresponding" (or newer) version of Google Canary (nightly build for developers) that includes the latest changes
+
+
+---
+
+### CMake by step
+
+#### Generate Dawn Native:
+
+- `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir`
+ - Using `IMGUI_DAWN_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
+
+#### Generate WGPU Native:
+
+- `cmake -G Ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -B where_to_build_dir`
+
+ - Using `IMGUI_WGPU_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
+
+#### Generate Emscripten:
+
+- `emcmake cmake -G Ninja -B where_to_build_dir`\
+CMake checks the EMSCRIPEN version then:
+ - if EMS >= 4.0.10 uses `--use-port=emdawnwebgpu` flag to build
+ - it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
+ - if EMS < 4.0.10 uses `-sUSE_WEBGPU=1` flag to build
+ - it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
+
+#### Generate Emscripten forcing `-sUSE_WEBGPU=1` deprecated flag even with EMS >= 4.0.10
+- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="-sUSE_WEBGPU=1" -B where_to_build_dir`
+ - it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
+
+#### Generate Emscripten using external WebGPU library (emdawnwebgpu_pkg)
+- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path_to_emdawnwebgpu_pkg" -B where_to_build_dir`
+ - it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
+ - *To use external WebGPU library it's necessary to have EMS >= 4.0.10 or the minimum requirements specified by the package:*
+ - https://github.com/google/dawn/releases
+
+#### Build time
+
+Once the procedure for the specific builder is generated, the build command is **always the same**:
+
+- Build using CMake
+ - `cmake --build where_to_build_dir`
+ - It will use selected builder to build the example.
+
+- Build explicitly:
+ - `cd where_to_build_dir`
+ - `ninja`
+ - This is the builder chosen during the generation phase
+
+---
+
+### CMake useful options
+#### Generator types (alternative to **ninja** builder):
+- `-G Ninja` to build with __ninja__ builder
+- `-G "Unix Makefiles"` to build with __make__ builder
+- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only
+ - **Native build only**
+ - Not **officially** supported to build Google Dawn
+
+Example:
+- using **make** instead **ninja**:
+ - `cmake -G "Unix Makefiles" -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir`
+
+**Syntax is case sensitive and the "" are necessary in case of spaces between words*
+
+#### Directories
+- The directory path can be absolute or relative (starting from the current directory)
+- It's necessary to use different `where_to_build_dir` for different CMake generations
+
+
+#### Build type
+The default build type is **Debug**
+It is possible to use a different build type using:
+- `-DCMAKE_BUILD_TYPE=Release`
+- `-DCMAKE_BUILD_TYPE=MinSizeRel`
+- `-DCMAKE_BUILD_TYPE=RelWithDebInfo`
+
+Example:
+- building **Release**:
+ - `cmake -G ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -DCMAKE_BUILD_TYPE=Release -B where_to_build_dir `
+
+#### GLFW / SDL2 / SDL3 includes, libraries, search paths and package manager
+
+Includes and libraries, by default, are searched in system/compiler paths (environment variables): you can add the path to your development tools to the environment variables without having to modify the `CMakeLists.txt` file.
+- e.g. CLang search in path specified from the following environment variables:
+ - include files: CPATH, C_INCLUDE_PATH, CPLUS_INCLUDE_PATH
+ - library files: LIBRARY_PATH
+
+If you are using a package manager (**vcpkg** / **conan** / ... ) you need/can to specify it, adding to cmake command:
+- `-DCMAKE_TOOLCHAIN_FILE=path/to/package_manager.cmake`
+
+Examples:
+
+- using **vcpkg** package manager it's necessary adding:
+ - `-DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake`
+
+- full cmake command using **vcpkg** package manager:
+ - `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake -B where_to_build_dir`
+
+---
+
+
+### Using makefile
+
+- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
+
+- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
+
+- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
+
+- Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory.
+
+- Requires recent Emscripten as WGPU is still a work-in-progress API.
+
+---
+
+## How to Run
+
+To run on a local machine:
+- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser.
+- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
+- Otherwise, generally you will need a local webserver:
+ - Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
+_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
+ - Emscripten SDK has a handy `emrun` command: `emrun web/example_glfw_wgpu.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
+ - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
+ - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
+ - If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
diff --git a/lib/imgui-1.92.6/examples/example_sdl2_wgpu/main.cpp b/lib/imgui-1.92.6/examples/example_sdl2_wgpu/main.cpp
new file mode 100644
index 0000000..40a206c
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl2_wgpu/main.cpp
@@ -0,0 +1,543 @@
+// Dear ImGui: standalone example application for using SDL2 + WebGPU
+// - Emscripten is supported for publishing on web. See https://emscripten.org.
+// - Dawn is used as a WebGPU implementation on desktop.
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_sdl2.h"
+#include "imgui_impl_wgpu.h"
+#include <stdio.h>
+#include <SDL.h>
+
+// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
+#ifdef __EMSCRIPTEN__
+#include <emscripten.h>
+#include <emscripten/html5.h>
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+#include <emscripten/html5_webgpu.h>
+#endif
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+#include <webgpu/webgpu_cpp.h>
+#endif
+
+// Data
+static WGPUInstance wgpu_instance = nullptr;
+static WGPUDevice wgpu_device = nullptr;
+static WGPUSurface wgpu_surface = nullptr;
+static WGPUQueue wgpu_queue = nullptr;
+static WGPUSurfaceConfiguration wgpu_surface_configuration = {};
+static int wgpu_surface_width = 1280;
+static int wgpu_surface_height = 800;
+
+// Forward declarations
+static bool InitWGPU(SDL_Window* window);
+WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window);
+
+static void ResizeSurface(int width, int height)
+{
+ wgpu_surface_configuration.width = wgpu_surface_width = width;
+ wgpu_surface_configuration.height = wgpu_surface_height = height;
+ wgpuSurfaceConfigure(wgpu_surface, (WGPUSurfaceConfiguration*)&wgpu_surface_configuration);
+}
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+ SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER);
+
+ // Create window with graphics context
+ float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
+ SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE;
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+WebGPU example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, wgpu_surface_width, wgpu_surface_height, window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // Initialize WGPU
+ InitWGPU(window);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL2_InitForOther(window);
+ ImGui_ImplWGPU_InitInfo init_info;
+ init_info.Device = wgpu_device;
+ init_info.NumFramesInFlight = 3;
+ init_info.RenderTargetFormat = wgpu_surface_configuration.format;
+ init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
+ ImGui_ImplWGPU_Init(&init_info);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
+ //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+#endif
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+#ifdef __EMSCRIPTEN__
+ // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+ // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+ io.IniFilename = nullptr;
+ EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+ while (!done)
+#endif
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ done = true;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ // React to changes in screen size
+ int width, height;
+ SDL_GetWindowSize(window, &width, &height);
+ if (width != wgpu_surface_width || height != wgpu_surface_height)
+ ResizeSurface(width, height);
+
+ // Check surface status for error. If texture is not optimal, try to reconfigure the surface.
+ WGPUSurfaceTexture surface_texture;
+ wgpuSurfaceGetCurrentTexture(wgpu_surface, &surface_texture);
+ if (ImGui_ImplWGPU_IsSurfaceStatusError(surface_texture.status))
+ {
+ fprintf(stderr, "Unrecoverable Surface Texture status=%#.8x\n", surface_texture.status);
+ abort();
+ }
+ if (ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(surface_texture.status))
+ {
+ if (surface_texture.texture)
+ wgpuTextureRelease(surface_texture.texture);
+ if (width > 0 && height > 0)
+ ResizeSurface(width, height);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplWGPU_NewFrame();
+ ImGui_ImplSDL2_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+
+ WGPUTextureViewDescriptor view_desc = {};
+ view_desc.format = wgpu_surface_configuration.format;
+ view_desc.dimension = WGPUTextureViewDimension_2D;
+ view_desc.mipLevelCount = WGPU_MIP_LEVEL_COUNT_UNDEFINED;
+ view_desc.arrayLayerCount = WGPU_ARRAY_LAYER_COUNT_UNDEFINED;
+ view_desc.aspect = WGPUTextureAspect_All;
+
+ WGPUTextureView texture_view = wgpuTextureCreateView(surface_texture.texture, &view_desc);
+
+ WGPURenderPassColorAttachment color_attachments = {};
+ color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
+ color_attachments.loadOp = WGPULoadOp_Clear;
+ color_attachments.storeOp = WGPUStoreOp_Store;
+ color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ color_attachments.view = texture_view;
+
+ WGPURenderPassDescriptor render_pass_desc = {};
+ render_pass_desc.colorAttachmentCount = 1;
+ render_pass_desc.colorAttachments = &color_attachments;
+ render_pass_desc.depthStencilAttachment = nullptr;
+
+ WGPUCommandEncoderDescriptor enc_desc = {};
+ WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
+
+ WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
+ ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
+ wgpuRenderPassEncoderEnd(pass);
+
+ WGPUCommandBufferDescriptor cmd_buffer_desc = {};
+ WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
+ wgpuQueueSubmit(wgpu_queue, 1, &cmd_buffer);
+
+#ifndef __EMSCRIPTEN__
+ wgpuSurfacePresent(wgpu_surface);
+ // Tick needs to be called in Dawn to display validation errors
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+ wgpuDeviceTick(wgpu_device);
+#endif
+#endif
+ wgpuTextureViewRelease(texture_view);
+ wgpuRenderPassEncoderRelease(pass);
+ wgpuCommandEncoderRelease(encoder);
+ wgpuCommandBufferRelease(cmd_buffer);
+ }
+#ifdef __EMSCRIPTEN__
+ EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+ // Cleanup
+ ImGui_ImplWGPU_Shutdown();
+ ImGui_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+
+ wgpuSurfaceUnconfigure(wgpu_surface);
+ wgpuSurfaceRelease(wgpu_surface);
+ wgpuQueueRelease(wgpu_queue);
+ wgpuDeviceRelease(wgpu_device);
+ wgpuInstanceRelease(wgpu_instance);
+
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
+
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+static WGPUAdapter RequestAdapter(wgpu::Instance& instance)
+{
+ wgpu::Adapter acquired_adapter;
+ wgpu::RequestAdapterOptions adapter_options;
+ auto onRequestAdapter = [&](wgpu::RequestAdapterStatus status, wgpu::Adapter adapter, wgpu::StringView message)
+ {
+ if (status != wgpu::RequestAdapterStatus::Success)
+ {
+ printf("Failed to get an adapter: %s\n", message.data);
+ return;
+ }
+ acquired_adapter = std::move(adapter);
+ };
+
+ // Synchronously (wait until) acquire Adapter
+ wgpu::Future waitAdapterFunc { instance.RequestAdapter(&adapter_options, wgpu::CallbackMode::WaitAnyOnly, onRequestAdapter) };
+ wgpu::WaitStatus waitStatusAdapter = instance.WaitAny(waitAdapterFunc, UINT64_MAX);
+ IM_ASSERT(acquired_adapter != nullptr && waitStatusAdapter == wgpu::WaitStatus::Success && "Error on Adapter request");
+ return acquired_adapter.MoveToCHandle();
+}
+
+static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter)
+{
+ // Set device callback functions
+ wgpu::DeviceDescriptor device_desc;
+ device_desc.SetDeviceLostCallback(wgpu::CallbackMode::AllowSpontaneous,
+ [](const wgpu::Device&, wgpu::DeviceLostReason type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetDeviceLostReasonName((WGPUDeviceLostReason)type), msg.data); }
+ );
+ device_desc.SetUncapturedErrorCallback(
+ [](const wgpu::Device&, wgpu::ErrorType type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetErrorTypeName((WGPUErrorType)type), msg.data); }
+ );
+
+ wgpu::Device acquired_device;
+ auto onRequestDevice = [&](wgpu::RequestDeviceStatus status, wgpu::Device local_device, wgpu::StringView message)
+ {
+ if (status != wgpu::RequestDeviceStatus::Success)
+ {
+ printf("Failed to get an device: %s\n", message.data);
+ return;
+ }
+ acquired_device = std::move(local_device);
+ };
+
+ // Synchronously (wait until) get Device
+ wgpu::Future waitDeviceFunc { adapter.RequestDevice(&device_desc, wgpu::CallbackMode::WaitAnyOnly, onRequestDevice) };
+ wgpu::WaitStatus waitStatusDevice = instance.WaitAny(waitDeviceFunc, UINT64_MAX);
+ IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request");
+ return acquired_device.MoveToCHandle();
+}
+#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+#ifdef __EMSCRIPTEN__
+// Adapter and device initialization via JS
+EM_ASYNC_JS( void, getAdapterAndDeviceViaJS, (),
+{
+ if (!navigator.gpu)
+ throw Error("WebGPU not supported.");
+ const adapter = await navigator.gpu.requestAdapter();
+ const device = await adapter.requestDevice();
+ Module.preinitializedWebGPUDevice = device;
+} );
+#else // __EMSCRIPTEN__
+static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2)
+{
+ if (status == WGPURequestAdapterStatus_Success)
+ {
+ WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1;
+ *extAdapter = adapter;
+ }
+ else
+ {
+ printf("Request_adapter status=%#.8x message=%.*s\n", status, (int)message.length, message.data);
+ }
+}
+
+static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2)
+{
+ if (status == WGPURequestDeviceStatus_Success)
+ {
+ WGPUDevice* extDevice = (WGPUDevice*)userdata1;
+ *extDevice = device;
+ }
+ else
+ {
+ printf("Request_device status=%#.8x message=%.*s\n", status, (int)message.length, message.data);
+ }
+}
+
+static WGPUAdapter RequestAdapter(WGPUInstance& instance)
+{
+ WGPURequestAdapterOptions adapter_options = {};
+
+ WGPUAdapter local_adapter;
+ WGPURequestAdapterCallbackInfo adapterCallbackInfo = {};
+ adapterCallbackInfo.callback = handle_request_adapter;
+ adapterCallbackInfo.userdata1 = &local_adapter;
+
+ wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo);
+ IM_ASSERT(local_adapter && "Error on Adapter request");
+ return local_adapter;
+}
+
+static WGPUDevice RequestDevice(WGPUAdapter& adapter)
+{
+ WGPUDevice local_device;
+ WGPURequestDeviceCallbackInfo deviceCallbackInfo = {};
+ deviceCallbackInfo.callback = handle_request_device;
+ deviceCallbackInfo.userdata1 = &local_device;
+ wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo);
+ IM_ASSERT(local_device && "Error on Device request");
+ return local_device;
+}
+#endif // __EMSCRIPTEN__
+#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
+
+static bool InitWGPU(SDL_Window* window)
+{
+ WGPUTextureFormat preferred_fmt = WGPUTextureFormat_Undefined; // acquired from SurfaceCapabilities
+
+ // Google DAWN backend: Adapter and Device acquisition, Surface creation
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+ wgpu::InstanceDescriptor instance_desc = {};
+ static constexpr wgpu::InstanceFeatureName timedWaitAny = wgpu::InstanceFeatureName::TimedWaitAny;
+ instance_desc.requiredFeatureCount = 1;
+ instance_desc.requiredFeatures = &timedWaitAny;
+ wgpu::Instance instance = wgpu::CreateInstance(&instance_desc);
+
+ wgpu::Adapter adapter = RequestAdapter(instance);
+ ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter.Get());
+
+ wgpu_device = RequestDevice(instance, adapter);
+
+ // Create the surface.
+#ifdef __EMSCRIPTEN__
+ wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector canvas_desc = {};
+ canvas_desc.selector = "#canvas";
+
+ wgpu::SurfaceDescriptor surface_desc = {};
+ surface_desc.nextInChain = &canvas_desc;
+ wgpu::Surface surface = instance.CreateSurface(&surface_desc);
+#else
+ wgpu::Surface surface = CreateWGPUSurface(instance.Get(), window);
+#endif
+ if (!surface)
+ return false;
+
+ // Moving Dawn objects into WGPU handles
+ wgpu_instance = instance.MoveToCHandle();
+ wgpu_surface = surface.MoveToCHandle();
+
+ WGPUSurfaceCapabilities surface_capabilities = {};
+ wgpuSurfaceGetCapabilities(wgpu_surface, adapter.Get(), &surface_capabilities);
+
+ preferred_fmt = surface_capabilities.formats[0];
+
+ // WGPU backend: Adapter and Device acquisition, Surface creation
+#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+ wgpu_instance = wgpuCreateInstance(nullptr);
+
+#ifdef __EMSCRIPTEN__
+ getAdapterAndDeviceViaJS();
+
+ wgpu_device = emscripten_webgpu_get_device();
+ assert(wgpu_device != nullptr && "Error creating the Device");
+
+ WGPUSurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
+ html_surface_desc.chain.sType = WGPUSType_SurfaceDescriptorFromCanvasHTMLSelector;
+ html_surface_desc.selector = "#canvas";
+
+ WGPUSurfaceDescriptor surface_desc = {};
+ surface_desc.nextInChain = &html_surface_desc.chain;
+
+ // Create the surface.
+ wgpu_surface = wgpuInstanceCreateSurface(wgpu_instance, &surface_desc);
+ preferred_fmt = wgpuSurfaceGetPreferredFormat(wgpu_surface, {} /* adapter */);
+#else // __EMSCRIPTEN__
+ wgpuSetLogCallback(
+ [](WGPULogLevel level, WGPUStringView msg, void* userdata) { fprintf(stderr, "%s: %.*s\n", ImGui_ImplWGPU_GetLogLevelName(level), (int)msg.length, msg.data); }, nullptr
+ );
+ wgpuSetLogLevel(WGPULogLevel_Warn);
+
+ WGPUAdapter adapter = RequestAdapter(wgpu_instance);
+ ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
+
+ wgpu_device = RequestDevice(adapter);
+
+ // Create the surface.
+ wgpu_surface = CreateWGPUSurface(wgpu_instance, window);
+ if (!wgpu_surface)
+ return false;
+
+ WGPUSurfaceCapabilities surface_capabilities = {};
+ wgpuSurfaceGetCapabilities(wgpu_surface, adapter, &surface_capabilities);
+
+ preferred_fmt = surface_capabilities.formats[0];
+#endif // __EMSCRIPTEN__
+#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
+
+ wgpu_surface_configuration.presentMode = WGPUPresentMode_Fifo;
+ wgpu_surface_configuration.alphaMode = WGPUCompositeAlphaMode_Auto;
+ wgpu_surface_configuration.usage = WGPUTextureUsage_RenderAttachment;
+ wgpu_surface_configuration.width = wgpu_surface_width;
+ wgpu_surface_configuration.height = wgpu_surface_height;
+ wgpu_surface_configuration.device = wgpu_device;
+ wgpu_surface_configuration.format = preferred_fmt;
+
+ wgpuSurfaceConfigure(wgpu_surface, &wgpu_surface_configuration);
+ wgpu_queue = wgpuDeviceGetQueue(wgpu_device);
+
+ return true;
+}
+
+// SDL2 helper to create a WebGPU surface (exclusively!) for Native/Desktop applications: available only together with WebGPU/WGPU backend
+// As of today (2025/10/31) there is no "official" support in SDL2 to create a surface for WebGPU backend.
+// This stub uses "low level" SDL2 calls to acquire information from a specific Window Manager.
+// Currently supported platforms: Windows / Linux (X11 and Wayland) / MacOS. Not necessary nor available with EMSCRIPTEN.
+#ifndef __EMSCRIPTEN__
+
+#include <SDL_syswm.h>
+#undef Status // X11 headers are leaking this and also 'Success', 'Always', 'None', all used in DAWN api. Add #undef if necessary.
+
+WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window)
+{
+ SDL_SysWMinfo sysWMInfo;
+ SDL_VERSION(&sysWMInfo.version);
+ SDL_GetWindowWMInfo(window, &sysWMInfo);
+
+ ImGui_ImplWGPU_CreateSurfaceInfo create_info = {};
+ create_info.Instance = instance;
+#if defined(SDL_VIDEO_DRIVER_COCOA)
+ {
+ create_info.System = "cocoa";
+ create_info.RawWindow = (void*)sysWMInfo.info.cocoa.window;
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+#elif defined(SDL_VIDEO_DRIVER_WAYLAND) || defined(SDL_VIDEO_DRIVER_X11)
+ const char* sdl_driver = SDL_GetCurrentVideoDriver();
+ if (sdl_driver && strcmp(sdl_driver, "wayland") == 0)
+ {
+ create_info.System = "wayland";
+ create_info.RawDisplay = (void*)sysWMInfo.info.wl.display;
+ create_info.RawSurface = (void*)sysWMInfo.info.wl.surface;
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+ else
+ {
+ create_info.System = "x11";
+ create_info.RawWindow = (void*)sysWMInfo.info.x11.window;
+ create_info.RawDisplay = (void*)sysWMInfo.info.x11.display;
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+#elif defined(SDL_VIDEO_DRIVER_WINDOWS)
+ {
+ create_info.System = "win32";
+ create_info.RawWindow = (void*)sysWMInfo.info.win.window;
+ create_info.RawInstance = (void*)sysWMInfo.info.win.hinstance;
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+#else
+#error "Unsupported WebGPU native platform!"
+#endif
+ return nullptr;
+}
+#endif // #ifndef __EMSCRIPTEN__
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_directx11/build_win32.bat b/lib/imgui-1.92.6/examples/example_sdl3_directx11/build_win32.bat
new file mode 100644
index 0000000..b84b01f
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_directx11/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl3_directx11
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj b/lib/imgui-1.92.6/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj
new file mode 100644
index 0000000..340901c
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj
@@ -0,0 +1,187 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{009DAC16-1A9C-47BE-9770-A30A046E8090}</ProjectGuid>
+ <RootNamespace>example_sdl3_directx11</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ <ProjectName>example_sdl3_directx11</ProjectName>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_dx11.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_dx11.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj.filters b/lib/imgui-1.92.6/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj.filters
new file mode 100644
index 0000000..0579b7a
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj.filters
@@ -0,0 +1,63 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_dx11.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_dx11.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_directx11/main.cpp b/lib/imgui-1.92.6/examples/example_sdl3_directx11/main.cpp
new file mode 100644
index 0000000..4337d4e
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_directx11/main.cpp
@@ -0,0 +1,260 @@
+// Dear ImGui: standalone example application for SDL3 + DirectX 11
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_dx11.h"
+#include <d3d11.h>
+#include <stdio.h> // printf
+#include <SDL3/SDL.h>
+
+// Data
+static ID3D11Device* g_pd3dDevice = nullptr;
+static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
+static IDXGISwapChain* g_pSwapChain = nullptr;
+static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void CreateRenderTarget();
+void CleanupRenderTarget();
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
+ if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
+ {
+ printf("Error: SDL_Init(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // Setup window
+ float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
+ SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+DirectX11 example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ SDL_PropertiesID props = SDL_GetWindowProperties(window);
+ HWND hwnd = (HWND)SDL_GetPointerProperty(props, SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
+
+ // Initialize Direct3D
+ if (!CreateDeviceD3D(hwnd))
+ {
+ CleanupDeviceD3D();
+ return 1;
+ }
+
+ SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+ SDL_ShowWindow(window);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL3_InitForD3D(window);
+ ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL3_ProcessEvent(&event);
+ if (event.type == SDL_EVENT_QUIT)
+ done = true;
+ if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ if (event.type == SDL_EVENT_WINDOW_RESIZED && event.window.windowID == SDL_GetWindowID(window))
+ {
+ // Release all outstanding references to the swap chain's buffers before resizing.
+ CleanupRenderTarget();
+ g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
+ CreateRenderTarget();
+ }
+ }
+
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ {
+ SDL_Delay(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX11_NewFrame();
+ ImGui_ImplSDL3_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
+ g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
+ ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+
+ g_pSwapChain->Present(1, 0); // Present with vsync
+ //g_pSwapChain->Present(0, 0); // Present without vsync
+ }
+
+ // Cleanup
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
+ ImGui_ImplDX11_Shutdown();
+ ImGui_ImplSDL3_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceD3D();
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
+
+// Helper functions to use DirectX11
+bool CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ // This is a basic setup. Optimally could use e.g. DXGI_SWAP_EFFECT_FLIP_DISCARD and handle fullscreen mode differently. See #8979 for suggestions.
+ DXGI_SWAP_CHAIN_DESC sd;
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = 0;
+ sd.BufferDesc.Height = 0;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+ UINT createDeviceFlags = 0;
+ //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
+ HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
+ if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
+ res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
+ if (res != S_OK)
+ return false;
+
+ CreateRenderTarget();
+ return true;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
+ if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
+}
+
+void CreateRenderTarget()
+{
+ ID3D11Texture2D* pBackBuffer;
+ g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
+ pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+ if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
+}
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_metal/Makefile b/lib/imgui-1.92.6/examples/example_sdl3_metal/Makefile
new file mode 100644
index 0000000..9093ae1
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_metal/Makefile
@@ -0,0 +1,48 @@
+#
+# You will need SDL3 (http://www.libsdl.org):
+# brew install sdl3
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl3_metal
+IMGUI_DIR = ../..
+SOURCES = main.mm
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+
+LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
+LIBS += `pkg-config --libs sdl3`
+LIBS += -L/usr/local/lib -L/opt/local/lib
+
+CXXFLAGS += `pkg-config --cflags sdl3`
+CXXFLAGS += -I/usr/local/include -I/opt/local/include
+CXXFLAGS += -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -Wall -Wformat
+CFLAGS = $(CXXFLAGS)
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:%.mm
+ $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.mm
+ $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_metal/main.mm b/lib/imgui-1.92.6/examples/example_sdl3_metal/main.mm
new file mode 100644
index 0000000..e6e3066
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_metal/main.mm
@@ -0,0 +1,210 @@
+// Dear ImGui: standalone example application for SDL3 + Metal
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_metal.h"
+#include <stdio.h> // printf, fprintf
+#include <SDL3/SDL.h>
+
+#import <Metal/Metal.h>
+#import <QuartzCore/QuartzCore.h>
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
+ if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
+ {
+ printf("Error: SDL_Init(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // Create SDL window graphics context
+ float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
+ SDL_WindowFlags window_flags = SDL_WINDOW_METAL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Metal example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return 1;
+ }
+ SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+ SDL_ShowWindow(window);
+
+ // Create Metal device _before_ creating the view/layer
+ id<MTLDevice> metalDevice = MTLCreateSystemDefaultDevice();
+ if (!metalDevice)
+ {
+ printf("Error: failed to create Metal device.\n");
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+ return 1;
+ }
+ SDL_MetalView view = SDL_Metal_CreateView(window);
+ CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_Metal_GetLayer(view);
+ layer.device = metalDevice;
+ layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
+
+ id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
+ MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplMetal_Init(layer.device);
+ ImGui_ImplSDL3_InitForMetal(window);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ float clear_color[4] = { 0.45f, 0.55f, 0.60f, 1.00f };
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ @autoreleasepool
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL3_ProcessEvent(&event);
+ if (event.type == SDL_EVENT_QUIT)
+ done = true;
+ if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ {
+ SDL_Delay(10);
+ continue;
+ }
+
+ int width, height;
+ SDL_GetWindowSizeInPixels(window, &width, &height);
+
+ layer.drawableSize = CGSizeMake(width, height);
+ id<CAMetalDrawable> drawable = [layer nextDrawable];
+
+ id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
+ renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
+ renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
+ renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
+ renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
+ id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
+ [renderEncoder pushDebugGroup:@"ImGui demo"];
+
+ // Start the Dear ImGui frame
+ ImGui_ImplMetal_NewFrame(renderPassDescriptor);
+ ImGui_ImplSDL3_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ ImDrawData* draw_data = ImGui::GetDrawData();
+ ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
+
+ [renderEncoder popDebugGroup];
+ [renderEncoder endEncoding];
+
+ [commandBuffer presentDrawable:drawable];
+ [commandBuffer commit];
+ }
+ }
+
+ // Cleanup
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
+ ImGui_ImplMetal_Shutdown();
+ ImGui_ImplSDL3_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_opengl3/Makefile b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/Makefile
new file mode 100644
index 0000000..d9c6eac
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/Makefile
@@ -0,0 +1,85 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl3_opengl3
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+LINUX_GL_LIBS = -lGL
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## OPENGL ES
+##---------------------------------------------------------------------
+
+## This assumes a GL ES library available in the system, e.g. libGLESv2.so
+# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
+# LINUX_GL_LIBS = -lGLESv2
+## If you're on a Raspberry Pi and want to use the legacy drivers,
+## use the following instead:
+# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += $(LINUX_GL_LIBS) -ldl `pkg-config sdl3 --libs`
+
+ CXXFLAGS += `pkg-config sdl3 --cflags`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += `pkg-config --libs sdl3`
+ LIBS += -L/usr/local/lib -L/opt/local/lib
+
+ CXXFLAGS += `pkg-config --cflags sdl3`
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
+
+ CXXFLAGS += `pkg-config --cflags sdl3`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_opengl3/Makefile.emscripten b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/Makefile.emscripten
new file mode 100644
index 0000000..ce873ed
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/Makefile.emscripten
@@ -0,0 +1,99 @@
+
+# IMPORTANT: SDL3 IS IN DEVELOPMENT, AS OF 2023-05-30, EMSCRIPTEN DOESN'T SUPPORT SDL3 YET.
+# WE ARE LEAVING THIS MAKEFILE AROUND FOR THE DAY IT WILL SUPPORT IT.
+
+#
+# Makefile to use with SDL+emscripten
+# See https://emscripten.org/docs/getting_started/downloads.html
+# for installation instructions.
+#
+# This Makefile assumes you have loaded emscripten's environment.
+# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
+#
+# Running `make -f Makefile.emscripten` will produce three files:
+# - web/index.html
+# - web/index.js
+# - web/index.wasm
+#
+# All three are needed to run the demo.
+
+CC = emcc
+CXX = em++
+WEB_DIR = web
+EXE = $(WEB_DIR)/index.html
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+CPPFLAGS =
+LDFLAGS =
+EMS =
+
+##---------------------------------------------------------------------
+## EMSCRIPTEN OPTIONS
+##---------------------------------------------------------------------
+
+# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
+EMS += -s USE_SDL=3
+EMS += -s DISABLE_EXCEPTION_CATCHING=1
+LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+
+# Build as single file (binary text encoded in .html file)
+#LDFLAGS += -sSINGLE_FILE
+
+# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
+#EMS += -s BINARYEN_TRAP_MODE=clamp
+#EMS += -s SAFE_HEAP=1 ## Adds overhead
+
+# Emscripten allows preloading a file or folder to be accessible at runtime.
+# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
+# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
+# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
+USE_FILE_SYSTEM ?= 0
+ifeq ($(USE_FILE_SYSTEM), 0)
+LDFLAGS += -s NO_FILESYSTEM=1
+CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
+endif
+ifeq ($(USE_FILE_SYSTEM), 1)
+LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
+endif
+
+##---------------------------------------------------------------------
+## FINAL BUILD FLAGS
+##---------------------------------------------------------------------
+
+CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+#CPPFLAGS += -g
+CPPFLAGS += -Wall -Wformat -Os $(EMS)
+LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
+LDFLAGS += $(EMS)
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(EXE)
+
+$(WEB_DIR):
+ mkdir $@
+
+serve: all
+ python3 -m http.server -d $(WEB_DIR)
+
+$(EXE): $(OBJS) $(WEB_DIR)
+ $(CXX) -o $@ $(OBJS) $(LDFLAGS)
+
+clean:
+ rm -rf $(OBJS) $(WEB_DIR)
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_opengl3/README.md b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/README.md
new file mode 100644
index 0000000..a032f87
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/README.md
@@ -0,0 +1,40 @@
+
+# How to Build
+
+## Windows with Visual Studio's IDE
+
+Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
+
+## Windows with Visual Studio's CLI
+
+Use build_win32.bat or directly:
+```
+set SDL3_DIR=path_to_your_sdl3_folder
+cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console
+# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
+# or for 64-bit:
+cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console
+```
+
+## Linux and similar Unixes
+
+Use our Makefile or directly:
+```
+c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends
+ main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
+ `sdl3-config --libs` -lGL -ldl
+```
+
+## macOS
+
+Use our Makefile or directly:
+```
+brew install sdl3
+c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends
+ main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
+ `sdl3-config --libs` -framework OpenGl -framework CoreFoundation
+```
+
+## Emscripten
+
+As of 2023-05-30 Emscripten doesn't support SDL3 yet.
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_opengl3/build_win32.bat b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/build_win32.bat
new file mode 100644
index 0000000..5bed40a
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/build_win32.bat
@@ -0,0 +1,14 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_sdl3_opengl3
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
+
+@set OUT_DIR=Release
+@REM mkdir %OUT_DIR%
+@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_opengl3/build_win64.bat b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/build_win64.bat
new file mode 100644
index 0000000..87c6bb8
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/build_win64.bat
@@ -0,0 +1,14 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_sdl3_opengl3
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib opengl32.lib shell32.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
+
+@set OUT_DIR=Release
+@REM mkdir %OUT_DIR%
+@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj
new file mode 100644
index 0000000..051f87d
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj
@@ -0,0 +1,187 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{84AAA301-84FE-428B-9E3E-817BC8123C0C}</ProjectGuid>
+ <RootNamespace>example_sdl3_opengl3</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters
new file mode 100644
index 0000000..f365473
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters
@@ -0,0 +1,67 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_opengl3/main.cpp b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/main.cpp
new file mode 100644
index 0000000..a36cfab
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_opengl3/main.cpp
@@ -0,0 +1,234 @@
+// Dear ImGui: standalone example application for SDL3 + OpenGL
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_opengl3.h"
+#include <stdio.h>
+#include <SDL3/SDL.h>
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+#include <SDL3/SDL_opengles2.h>
+#else
+#include <SDL3/SDL_opengl.h>
+#endif
+
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
+ if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
+ {
+ printf("Error: SDL_Init(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // Decide GL+GLSL versions
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+ // GL ES 2.0 + GLSL 100 (WebGL 1.0)
+ const char* glsl_version = "#version 100";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#elif defined(IMGUI_IMPL_OPENGL_ES3)
+ // GL ES 3.0 + GLSL 300 es (WebGL 2.0)
+ const char* glsl_version = "#version 300 es";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#elif defined(__APPLE__)
+ // GL 3.2 Core + GLSL 150
+ const char* glsl_version = "#version 150";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+#else
+ // GL 3.0 + GLSL 130
+ const char* glsl_version = "#version 130";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#endif
+
+ // Create window with graphics context
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
+ SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+ float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
+ SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return 1;
+ }
+ SDL_GLContext gl_context = SDL_GL_CreateContext(window);
+ if (gl_context == nullptr)
+ {
+ printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ SDL_GL_MakeCurrent(window, gl_context);
+ SDL_GL_SetSwapInterval(1); // Enable vsync
+ SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+ SDL_ShowWindow(window);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL3_InitForOpenGL(window, gl_context);
+ ImGui_ImplOpenGL3_Init(glsl_version);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+#ifdef __EMSCRIPTEN__
+ // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+ // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+ io.IniFilename = nullptr;
+ EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+ while (!done)
+#endif
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL3_ProcessEvent(&event);
+ if (event.type == SDL_EVENT_QUIT)
+ done = true;
+ if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ {
+ SDL_Delay(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplSDL3_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
+ glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+ SDL_GL_SwapWindow(window);
+ }
+#ifdef __EMSCRIPTEN__
+ EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+ // Cleanup
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
+ ImGui_ImplOpenGL3_Shutdown();
+ ImGui_ImplSDL3_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_GL_DestroyContext(gl_context);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/Makefile b/lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/Makefile
new file mode 100644
index 0000000..c3159d8
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/Makefile
@@ -0,0 +1,73 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl3_sdlgpu3
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlgpu3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += -ldl `pkg-config sdl3 --libs`
+
+ CXXFLAGS += `pkg-config sdl3 --cflags`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework Cocoa -framework IOKit -framework CoreVideo `pkg-config --libs sdl3`
+ LIBS += -L/usr/local/lib -L/opt/local/lib
+
+ CXXFLAGS += `pkg-config sdl3 --cflags`
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3`
+
+ CXXFLAGS += `pkg-config --cflags sdl3`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/build_win64.bat b/lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/build_win64.bat
new file mode 100644
index 0000000..ad7a2d6
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/build_win64.bat
@@ -0,0 +1,14 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_sdl3_sdlgpu3
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlgpu3.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib shell32.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
+
+@set OUT_DIR=Release
+@REM mkdir %OUT_DIR%
+@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj b/lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj
new file mode 100644
index 0000000..3d034f5
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj
@@ -0,0 +1,189 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{c22cb6f8-39a5-4dda-90ed-4aca4e81e1e5}</ProjectGuid>
+ <RootNamespace>example_sdl3_sdlgpu3</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
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+ <ClCompile Include="..\..\backends\imgui_impl_sdlgpu3.cpp" />
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+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
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+ <ClInclude Include="..\..\backends\imgui_impl_sdlgpu3.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_sdlgpu3_shaders.h" />
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
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+ <None Include="..\README.txt" />
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+</Project>
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj.filters b/lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj.filters
new file mode 100644
index 0000000..4710b55
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj.filters
@@ -0,0 +1,60 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_sdlgpu3.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\backends\imgui_impl_sdlgpu3.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_sdlgpu3_shaders.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{9044ef92-2afa-42f2-92df-ac473c7c32b3}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{ef84458b-039a-4902-8455-4e33df5a8578}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/main.cpp b/lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/main.cpp
new file mode 100644
index 0000000..8edbbbb
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_sdlgpu3/main.cpp
@@ -0,0 +1,232 @@
+// Dear ImGui: standalone example application for SDL3 + SDL_GPU
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
+// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
+// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_sdlgpu3.h"
+#include <stdio.h> // printf, fprintf
+#include <stdlib.h> // abort
+#include <SDL3/SDL.h>
+
+// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
+ if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
+ {
+ printf("Error: SDL_Init(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // Create SDL window graphics context
+ float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
+ SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return 1;
+ }
+ SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+ SDL_ShowWindow(window);
+
+ // Create GPU Device
+ SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_MSL | SDL_GPU_SHADERFORMAT_METALLIB, true, nullptr);
+ if (gpu_device == nullptr)
+ {
+ printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // Claim window for GPU Device
+ if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
+ {
+ printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
+ return 1;
+ }
+ SDL_SetGPUSwapchainParameters(gpu_device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_VSYNC);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL3_InitForSDLGPU(window);
+ ImGui_ImplSDLGPU3_InitInfo init_info = {};
+ init_info.Device = gpu_device;
+ init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
+ init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1; // Only used in multi-viewports mode.
+ init_info.SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode.
+ init_info.PresentMode = SDL_GPU_PRESENTMODE_VSYNC;
+ ImGui_ImplSDLGPU3_Init(&init_info);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL3_ProcessEvent(&event);
+ if (event.type == SDL_EVENT_QUIT)
+ done = true;
+ if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ {
+ SDL_Delay(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplSDLGPU3_NewFrame();
+ ImGui_ImplSDL3_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ ImDrawData* draw_data = ImGui::GetDrawData();
+ const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
+
+ SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
+
+ SDL_GPUTexture* swapchain_texture;
+ SDL_WaitAndAcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
+
+ if (swapchain_texture != nullptr && !is_minimized)
+ {
+ // This is mandatory: call ImGui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
+ ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
+
+ // Setup and start a render pass
+ SDL_GPUColorTargetInfo target_info = {};
+ target_info.texture = swapchain_texture;
+ target_info.clear_color = SDL_FColor { clear_color.x, clear_color.y, clear_color.z, clear_color.w };
+ target_info.load_op = SDL_GPU_LOADOP_CLEAR;
+ target_info.store_op = SDL_GPU_STOREOP_STORE;
+ target_info.mip_level = 0;
+ target_info.layer_or_depth_plane = 0;
+ target_info.cycle = false;
+ SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
+
+ // Render ImGui
+ ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
+
+ SDL_EndGPURenderPass(render_pass);
+ }
+
+ // Submit the command buffer
+ SDL_SubmitGPUCommandBuffer(command_buffer);
+ }
+
+ // Cleanup
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
+ SDL_WaitForGPUIdle(gpu_device);
+ ImGui_ImplSDL3_Shutdown();
+ ImGui_ImplSDLGPU3_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_ReleaseWindowFromGPUDevice(gpu_device, window);
+ SDL_DestroyGPUDevice(gpu_device);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/Makefile b/lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/Makefile
new file mode 100644
index 0000000..c278f78
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/Makefile
@@ -0,0 +1,74 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl3_sdlrenderer3
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+LINUX_GL_LIBS = -lGL
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += -ldl `pkg-config sdl3 --libs`
+
+ CXXFLAGS += `pkg-config sdl3 --cflags`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += `pkg-config --libs sdl3`
+ LIBS += -L/usr/local/lib -L/opt/local/lib
+
+ CXXFLAGS += `pkg-config --cflags sdl3`
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3`
+
+ CXXFLAGS += `pkg-config --cflags sdl3`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/build_win32.bat b/lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/build_win32.bat
new file mode 100644
index 0000000..7bc131a
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl3_sdlrenderer3
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj b/lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj
new file mode 100644
index 0000000..8b71324
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj
@@ -0,0 +1,186 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}</ProjectGuid>
+ <RootNamespace>example_sdl3_opengl3</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer3.cpp" />
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer3.h" />
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters b/lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters
new file mode 100644
index 0000000..c41210d
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer3.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer3.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/main.cpp b/lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/main.cpp
new file mode 100644
index 0000000..88f9ac7
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_sdlrenderer3/main.cpp
@@ -0,0 +1,195 @@
+// Dear ImGui: standalone example application for SDL3 + SDL_Renderer
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important to understand: SDL_Renderer is an _optional_ component of SDL3.
+// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_sdlrenderer3.h"
+#include <stdio.h>
+#include <SDL3/SDL.h>
+
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
+ if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
+ {
+ printf("Error: SDL_Init(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // Create window with SDL_Renderer graphics context
+ float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
+ SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return 1;
+ }
+ SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr);
+ SDL_SetRenderVSync(renderer, 1);
+ if (renderer == nullptr)
+ {
+ SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
+ return 1;
+ }
+ SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+ SDL_ShowWindow(window);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
+ ImGui_ImplSDLRenderer3_Init(renderer);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+#ifdef __EMSCRIPTEN__
+ // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+ // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+ io.IniFilename = nullptr;
+ EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+ while (!done)
+#endif
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL3_ProcessEvent(&event);
+ if (event.type == SDL_EVENT_QUIT)
+ done = true;
+ if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ {
+ SDL_Delay(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplSDLRenderer3_NewFrame();
+ ImGui_ImplSDL3_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ SDL_SetRenderScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
+ SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+ SDL_RenderClear(renderer);
+ ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
+ SDL_RenderPresent(renderer);
+ }
+#ifdef __EMSCRIPTEN__
+ EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+ // Cleanup
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
+ ImGui_ImplSDLRenderer3_Shutdown();
+ ImGui_ImplSDL3_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_DestroyRenderer(renderer);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_vulkan/Makefile b/lib/imgui-1.92.6/examples/example_sdl3_vulkan/Makefile
new file mode 100644
index 0000000..e1956ff
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_vulkan/Makefile
@@ -0,0 +1,77 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
+# Mac OS X:
+# brew install sdl3
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl3_vulkan
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_vulkan.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += -ldl
+ LIBS += `pkg-config --libs sdl3 vulkan`
+
+ CXXFLAGS += `pkg-config --cflags sdl3 vulkan`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += `pkg-config --libs sdl3 vulkan`
+ LIBS += -L/usr/local/lib -L/opt/local/lib
+
+ CXXFLAGS += `pkg-config --cflags sdl3 vulkan`
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3 vulkan`
+
+ CXXFLAGS += `pkg-config --cflags sdl3 vulkan`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_vulkan/build_win32.bat b/lib/imgui-1.92.6/examples/example_sdl3_vulkan/build_win32.bat
new file mode 100644
index 0000000..3e26d30
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_vulkan/build_win32.bat
@@ -0,0 +1,14 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_sdl3_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL3.lib shell32.lib vulkan-1.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
+
+@set OUT_DIR=Release
+@REM mkdir %OUT_DIR%
+@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_vulkan/build_win64.bat b/lib/imgui-1.92.6/examples/example_sdl3_vulkan/build_win64.bat
new file mode 100644
index 0000000..5d038d1
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_vulkan/build_win64.bat
@@ -0,0 +1,14 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_sdl3_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL3.lib shell32.lib vulkan-1.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
+
+@set OUT_DIR=Release
+@REM mkdir %OUT_DIR%
+@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj b/lib/imgui-1.92.6/examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj
new file mode 100644
index 0000000..d48e4af
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj
@@ -0,0 +1,190 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{663A7E89-1E42-4222-921C-177F5B5910DF}</ProjectGuid>
+ <RootNamespace>example_sdl3_vulkan</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>MultiByte</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ <IncludePath>$(IncludePath)</IncludePath>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>vulkan-1.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ <IgnoreSpecificDefaultLibraries>
+ </IgnoreSpecificDefaultLibraries>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj.filters b/lib/imgui-1.92.6/examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj.filters
new file mode 100644
index 0000000..46ebb58
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_vulkan.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_vulkan/main.cpp b/lib/imgui-1.92.6/examples/example_sdl3_vulkan/main.cpp
new file mode 100644
index 0000000..f461aab
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_vulkan/main.cpp
@@ -0,0 +1,560 @@
+// Dear ImGui: standalone example application for SDL3 + Vulkan
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
+// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
+// You will use those if you want to use this rendering backend in your engine/app.
+// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
+// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
+// Read comments in imgui_impl_vulkan.h.
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_vulkan.h"
+#include <stdio.h> // printf, fprintf
+#include <stdlib.h> // abort
+#include <SDL3/SDL.h>
+#include <SDL3/SDL_vulkan.h>
+
+// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+// Volk headers
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+#define VOLK_IMPLEMENTATION
+#include <volk.h>
+#endif
+
+//#define APP_USE_UNLIMITED_FRAME_RATE
+#ifdef _DEBUG
+#define APP_USE_VULKAN_DEBUG_REPORT
+static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
+#endif
+
+// Data
+static VkAllocationCallbacks* g_Allocator = nullptr;
+static VkInstance g_Instance = VK_NULL_HANDLE;
+static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
+static VkDevice g_Device = VK_NULL_HANDLE;
+static uint32_t g_QueueFamily = (uint32_t)-1;
+static VkQueue g_Queue = VK_NULL_HANDLE;
+static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
+static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
+
+static ImGui_ImplVulkanH_Window g_MainWindowData;
+static uint32_t g_MinImageCount = 2;
+static bool g_SwapChainRebuild = false;
+
+static void check_vk_result(VkResult err)
+{
+ if (err == VK_SUCCESS)
+ return;
+ fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
+ if (err < 0)
+ abort();
+}
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
+{
+ (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
+ fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
+ return VK_FALSE;
+}
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
+{
+ for (const VkExtensionProperties& p : properties)
+ if (strcmp(p.extensionName, extension) == 0)
+ return true;
+ return false;
+}
+
+static void SetupVulkan(ImVector<const char*> instance_extensions)
+{
+ VkResult err;
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+ volkInitialize();
+#endif
+
+ // Create Vulkan Instance
+ {
+ VkInstanceCreateInfo create_info = {};
+ create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
+
+ // Enumerate available extensions
+ uint32_t properties_count;
+ ImVector<VkExtensionProperties> properties;
+ vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
+ properties.resize(properties_count);
+ err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
+ check_vk_result(err);
+
+ // Enable required extensions
+ if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
+ instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
+#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
+ if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
+ {
+ instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
+ create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
+ }
+#endif
+
+ // Enabling validation layers
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+ const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
+ create_info.enabledLayerCount = 1;
+ create_info.ppEnabledLayerNames = layers;
+ instance_extensions.push_back("VK_EXT_debug_report");
+#endif
+
+ // Create Vulkan Instance
+ create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
+ create_info.ppEnabledExtensionNames = instance_extensions.Data;
+ err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
+ check_vk_result(err);
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+ volkLoadInstance(g_Instance);
+#endif
+
+ // Setup the debug report callback
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+ auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
+ IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
+ VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
+ debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
+ debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
+ debug_report_ci.pfnCallback = debug_report;
+ debug_report_ci.pUserData = nullptr;
+ err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
+ check_vk_result(err);
+#endif
+ }
+
+ // Select Physical Device (GPU)
+ g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
+ IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
+
+ // Select graphics queue family
+ g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
+ IM_ASSERT(g_QueueFamily != (uint32_t)-1);
+
+ // Create Logical Device (with 1 queue)
+ {
+ ImVector<const char*> device_extensions;
+ device_extensions.push_back("VK_KHR_swapchain");
+
+ // Enumerate physical device extension
+ uint32_t properties_count;
+ ImVector<VkExtensionProperties> properties;
+ vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
+ properties.resize(properties_count);
+ vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
+#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
+ if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
+ device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
+#endif
+
+ const float queue_priority[] = { 1.0f };
+ VkDeviceQueueCreateInfo queue_info[1] = {};
+ queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
+ queue_info[0].queueFamilyIndex = g_QueueFamily;
+ queue_info[0].queueCount = 1;
+ queue_info[0].pQueuePriorities = queue_priority;
+ VkDeviceCreateInfo create_info = {};
+ create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
+ create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
+ create_info.pQueueCreateInfos = queue_info;
+ create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
+ create_info.ppEnabledExtensionNames = device_extensions.Data;
+ err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
+ check_vk_result(err);
+ vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
+ }
+
+ // Create Descriptor Pool
+ // If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
+ {
+ VkDescriptorPoolSize pool_sizes[] =
+ {
+ { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
+ };
+ VkDescriptorPoolCreateInfo pool_info = {};
+ pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+ pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
+ pool_info.maxSets = 0;
+ for (VkDescriptorPoolSize& pool_size : pool_sizes)
+ pool_info.maxSets += pool_size.descriptorCount;
+ pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes);
+ pool_info.pPoolSizes = pool_sizes;
+ err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
+ check_vk_result(err);
+ }
+}
+
+// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
+// Your real engine/app may not use them.
+static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
+{
+ // Check for WSI support
+ VkBool32 res;
+ vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, surface, &res);
+ if (res != VK_TRUE)
+ {
+ fprintf(stderr, "Error no WSI support on physical device 0\n");
+ exit(-1);
+ }
+
+ // Select Surface Format
+ const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
+ const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
+ wd->Surface = surface;
+ wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_COUNTOF(requestSurfaceImageFormat), requestSurfaceColorSpace);
+
+ // Select Present Mode
+#ifdef APP_USE_UNLIMITED_FRAME_RATE
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
+#else
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
+#endif
+ wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_COUNTOF(present_modes));
+ //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
+
+ // Create SwapChain, RenderPass, Framebuffer, etc.
+ IM_ASSERT(g_MinImageCount >= 2);
+ ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0);
+}
+
+static void CleanupVulkan()
+{
+ vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+ // Remove the debug report callback
+ auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
+ f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+ vkDestroyDevice(g_Device, g_Allocator);
+ vkDestroyInstance(g_Instance, g_Allocator);
+}
+
+static void CleanupVulkanWindow(ImGui_ImplVulkanH_Window* wd)
+{
+ ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator);
+ vkDestroySurfaceKHR(g_Instance, wd->Surface, g_Allocator);
+}
+
+static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
+{
+ VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
+ VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+ VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+ if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+ g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
+ return;
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
+
+ ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
+ {
+ err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
+ check_vk_result(err);
+
+ err = vkResetFences(g_Device, 1, &fd->Fence);
+ check_vk_result(err);
+ }
+ {
+ err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
+ check_vk_result(err);
+ VkCommandBufferBeginInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+ info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+ err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
+ check_vk_result(err);
+ }
+ {
+ VkRenderPassBeginInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
+ info.renderPass = wd->RenderPass;
+ info.framebuffer = fd->Framebuffer;
+ info.renderArea.extent.width = wd->Width;
+ info.renderArea.extent.height = wd->Height;
+ info.clearValueCount = 1;
+ info.pClearValues = &wd->ClearValue;
+ vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
+ }
+
+ // Record dear imgui primitives into command buffer
+ ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
+
+ // Submit command buffer
+ vkCmdEndRenderPass(fd->CommandBuffer);
+ {
+ VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ VkSubmitInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ info.waitSemaphoreCount = 1;
+ info.pWaitSemaphores = &image_acquired_semaphore;
+ info.pWaitDstStageMask = &wait_stage;
+ info.commandBufferCount = 1;
+ info.pCommandBuffers = &fd->CommandBuffer;
+ info.signalSemaphoreCount = 1;
+ info.pSignalSemaphores = &render_complete_semaphore;
+
+ err = vkEndCommandBuffer(fd->CommandBuffer);
+ check_vk_result(err);
+ err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
+ check_vk_result(err);
+ }
+}
+
+static void FramePresent(ImGui_ImplVulkanH_Window* wd)
+{
+ if (g_SwapChainRebuild)
+ return;
+ VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+ VkPresentInfoKHR info = {};
+ info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
+ info.waitSemaphoreCount = 1;
+ info.pWaitSemaphores = &render_complete_semaphore;
+ info.swapchainCount = 1;
+ info.pSwapchains = &wd->Swapchain;
+ info.pImageIndices = &wd->FrameIndex;
+ VkResult err = vkQueuePresentKHR(g_Queue, &info);
+ if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+ g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
+ return;
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
+ wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
+}
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
+ if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
+ {
+ printf("Error: SDL_Init(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // Create window with Vulkan graphics context
+ float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
+ SDL_WindowFlags window_flags = SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Vulkan example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ ImVector<const char*> extensions;
+ {
+ uint32_t sdl_extensions_count = 0;
+ const char* const* sdl_extensions = SDL_Vulkan_GetInstanceExtensions(&sdl_extensions_count);
+ for (uint32_t n = 0; n < sdl_extensions_count; n++)
+ extensions.push_back(sdl_extensions[n]);
+ }
+ SetupVulkan(extensions);
+
+ // Create Window Surface
+ VkSurfaceKHR surface;
+ VkResult err;
+ if (SDL_Vulkan_CreateSurface(window, g_Instance, g_Allocator, &surface) == 0)
+ {
+ printf("Failed to create Vulkan surface.\n");
+ return 1;
+ }
+
+ // Create Framebuffers
+ int w, h;
+ SDL_GetWindowSize(window, &w, &h);
+ ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
+ SetupVulkanWindow(wd, surface, w, h);
+ SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+ SDL_ShowWindow(window);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL3_InitForVulkan(window);
+ ImGui_ImplVulkan_InitInfo init_info = {};
+ //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
+ init_info.Instance = g_Instance;
+ init_info.PhysicalDevice = g_PhysicalDevice;
+ init_info.Device = g_Device;
+ init_info.QueueFamily = g_QueueFamily;
+ init_info.Queue = g_Queue;
+ init_info.PipelineCache = g_PipelineCache;
+ init_info.DescriptorPool = g_DescriptorPool;
+ init_info.MinImageCount = g_MinImageCount;
+ init_info.ImageCount = wd->ImageCount;
+ init_info.Allocator = g_Allocator;
+ init_info.PipelineInfoMain.RenderPass = wd->RenderPass;
+ init_info.PipelineInfoMain.Subpass = 0;
+ init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
+ init_info.CheckVkResultFn = check_vk_result;
+ ImGui_ImplVulkan_Init(&init_info);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL3_ProcessEvent(&event);
+ if (event.type == SDL_EVENT_QUIT)
+ done = true;
+ if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ {
+ SDL_Delay(10);
+ continue;
+ }
+
+ // Resize swap chain?
+ int fb_width, fb_height;
+ SDL_GetWindowSize(window, &fb_width, &fb_height);
+ if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
+ {
+ ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
+ ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount, 0);
+ g_MainWindowData.FrameIndex = 0;
+ g_SwapChainRebuild = false;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplVulkan_NewFrame();
+ ImGui_ImplSDL3_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ ImDrawData* draw_data = ImGui::GetDrawData();
+ const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
+ if (!is_minimized)
+ {
+ wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
+ wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
+ wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
+ wd->ClearValue.color.float32[3] = clear_color.w;
+ FrameRender(wd, draw_data);
+ FramePresent(wd);
+ }
+ }
+
+ // Cleanup
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
+ err = vkDeviceWaitIdle(g_Device);
+ check_vk_result(err);
+ ImGui_ImplVulkan_Shutdown();
+ ImGui_ImplSDL3_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupVulkanWindow(&g_MainWindowData);
+ CleanupVulkan();
+
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_wgpu/CMakeLists.txt b/lib/imgui-1.92.6/examples/example_sdl3_wgpu/CMakeLists.txt
new file mode 100644
index 0000000..2f3d48f
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_wgpu/CMakeLists.txt
@@ -0,0 +1,207 @@
+# Building for desktop (WebGPU-native) with Dawn:
+# 1. git clone https://github.com/google/dawn dawn
+# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
+# 3. cmake --build build
+# The resulting binary will be found at one of the following locations:
+# * build/Debug/example_sdl3_wgpu[.exe]
+# * build/example_sdl3_wgpu[.exe]
+
+# Building for desktop (WGPU-Native) with WGPU-Native:
+# 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
+# 2. unzip the downloaded file in your_preferred_folder
+# 3. cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder ("full path" or "relative" starting from current directory)
+# 4. cmake --build build
+# The resulting binary will be found at one of the following locations:
+# * build/Debug/example_sdl3_wgpu[.exe]
+# * build/example_sdl3_wgpu[.exe]
+
+# Building for Emscripten:
+# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
+# 2. Install Ninja build system
+# 3. emcmake cmake -G Ninja -B build
+# (optional) -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py", see ReadMe.md
+# 4. cmake --build build
+# 5. emrun build/index.html
+
+cmake_minimum_required(VERSION 3.22) # Dawn requires CMake >= 3.22
+project(imgui_example_sdl3_wgpu C CXX)
+
+set(IMGUI_EXECUTABLE example_sdl3_wgpu)
+
+if(NOT CMAKE_BUILD_TYPE)
+ set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
+endif()
+
+set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
+
+# Dear ImGui
+set(IMGUI_DIR ../../)
+
+# ImGui example commons source files
+set(IMGUI_EXAMPLE_SOURCE_FILES
+ main.cpp
+ # backend files
+ ${IMGUI_DIR}/backends/imgui_impl_sdl3.cpp
+ ${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp
+ # Dear ImGui files
+ ${IMGUI_DIR}/imgui.cpp
+ ${IMGUI_DIR}/imgui_draw.cpp
+ ${IMGUI_DIR}/imgui_demo.cpp
+ ${IMGUI_DIR}/imgui_tables.cpp
+ ${IMGUI_DIR}/imgui_widgets.cpp
+)
+
+if(EMSCRIPTEN)
+ if(EMSCRIPTEN_VERSION VERSION_LESS "4.0.15")
+ message(FATAL_ERROR "Using Emscripten with SDL3 needs Emscripten version >= 4.0.15")
+ endif()
+ if(NOT IMGUI_EMSCRIPTEN_WEBGPU_FLAG) # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG not used, set by current EMSCRIPTEN version
+ if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10")
+ set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Choose between --use-port=emdawnwebgpu (Dawn implementation of EMSCRIPTEN) and -sUSE_WEBGPU=1 (WGPU implementation of EMSCRIPTEN, deprecated in 4.0.10): default to --use-port=emdawnwebgpu for EMSCRIPTEN >= 4.0.10")
+ else()
+ set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "-sUSE_WEBGPU=1" CACHE STRING "Use -sUSE_WEBGPU=1 for EMSCRIPTEN WGPU implementation")
+ endif()
+ else() # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG used, check correct version
+ if(EMSCRIPTEN_VERSION VERSION_LESS "4.0.10" AND "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
+ # it's necessary EMSCRIPTEN >= v4.0.10 (although "--use-port=path/to/emdawnwebgpu.port.py" is supported/tested from v4.0.8)
+ message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10")
+ endif()
+ endif()
+
+ add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
+else() # Native/Desktop build
+ if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR) # if it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR must be specified
+ message(FATAL_ERROR "Please specify the Dawn or WGPU base directory")
+ endif()
+
+ if(IMGUI_DAWN_DIR AND IMGUI_WGPU_DIR) # both IMGUI_DAWN_DIR and IMGUI_WGPU_DIR cannot be set
+ message(FATAL_ERROR "Please specify only one between Dawn / WGPU base directory")
+ endif()
+
+ if(APPLE) # Add SDL3 module to get Surface, with libs and file property for MacOS build
+ set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++")
+ set(OS_LIBRARIES "-framework CoreFoundation -framework QuartzCore -framework Metal -framework MetalKit -framework Cocoa")
+ endif()
+
+ find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
+
+ if(IMGUI_DAWN_DIR) # DAWN-Native build options
+ list(APPEND CMAKE_PREFIX_PATH ${IMGUI_DAWN_DIR})
+ find_package(Threads) # required from Dawn installation
+ find_package(Dawn) # Search for a Dawn installation using IMGUI_DAWN_DIR in CMAKE_PREFIX_PATH
+ if(Dawn_FOUND)
+ message("Dawn Installation has been found!")
+ set(LIBRARIES dawn::webgpu_dawn ${OS_LIBRARIES})
+ else()
+ set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
+
+ option(DAWN_USE_GLFW OFF) # disable builtin GLFW in DAWN when we use SDL2 / SDL3
+
+ option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
+ set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
+
+ # Dawn builds many things by default - disable things we don't need
+ option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
+ option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
+ option(TINT_BUILD_DOCS "Build documentation" OFF)
+ option(TINT_BUILD_TESTS "Build tests" OFF)
+ if(NOT APPLE)
+ option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
+ endif()
+ if(WIN32)
+ option(DAWN_FORCE_SYSTEM_COMPONENT_LOAD "Allow system component fallback" ON)
+ option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
+ option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
+ option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
+ option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
+ option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" ON)
+ option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
+ endif()
+ # check if WAYLAND is the current Session Type and enable DAWN_USE_WAYLAND Wayland option @compile time
+ # You can override this using: cmake -DDAWN_USE_WAYLAND=X (X = ON | OFF)
+ if(LINUX)
+ if($ENV{XDG_SESSION_TYPE} MATCHES wayland)
+ option(DAWN_USE_WAYLAND "Enable support for Wayland surface" ON)
+ endif()
+ endif()
+
+ add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL)
+
+ set(LIBRARIES webgpu_dawn ${OS_LIBRARIES})
+ endif()
+ else() # WGPU-Native build options
+ set(WGPU_NATIVE_LIB_DIR ${IMGUI_WGPU_DIR}/lib)
+ find_library(WGPU_LIBRARY NAMES libwgpu_native.a wgpu_native.lib wgpu_native HINTS ${WGPU_NATIVE_LIB_DIR} REQUIRED)
+ if(WIN32)
+ set(OS_LIBRARIES d3dcompiler ws2_32 userenv bcrypt ntdll opengl32 Propsys RuntimeObject)
+ elseif(UNIX AND NOT APPLE)
+ set(OS_LIBRARIES "-lm -ldl")
+ endif()
+
+ set(LIBRARIES ${WGPU_LIBRARY} ${OS_LIBRARIES})
+ endif()
+endif()
+
+add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES})
+
+target_include_directories(${IMGUI_EXECUTABLE} PUBLIC
+ ${IMGUI_DIR}
+ ${IMGUI_DIR}/backends
+ ${SDL3_INCLUDE_DIRS}
+)
+
+target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_EXAMPLE_SDL3_WGPU")
+
+# Enable warning level compiler option only for IMGUI_EXAMPLE_SOURCE_FILES
+if (MSVC)
+ target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /W4) # warning level 4
+else()
+ target_compile_options(${IMGUI_EXECUTABLE} PUBLIC -Wall) # -Wextra -Wpedantic
+endif()
+
+# IMGUI_IMPL_WEBGPU_BACKEND_DAWN/WGPU internal define is set according to:
+# EMSCRIPTEN: by used FLAG
+# --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled (+EMSCRIPTEN)
+# -sUSE_WEBGPU=1 --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU enabled (+EMSCRIPTEN)
+# NATIVE: by used SDK installation directory
+# if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled
+# if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU enabled
+
+if(NOT EMSCRIPTEN) # WegGPU-Native settings
+ if(IMGUI_DAWN_DIR)
+ target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
+ if(NOT Dawn_FOUND)
+ target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp)
+ endif()
+ else()
+ target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
+ target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
+ endif()
+
+ target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES} SDL3::SDL3)
+else() # Emscripten settings
+ set(CMAKE_EXECUTABLE_SUFFIX ".html")
+
+ if("${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
+ target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}")
+ target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
+ else()
+ target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
+ endif()
+ message(STATUS "Using ${IMGUI_EMSCRIPTEN_WEBGPU_FLAG} WebGPU implementation")
+
+ target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "-sUSE_SDL=3")
+ target_link_options(${IMGUI_EXECUTABLE} PRIVATE
+ "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}"
+ "-sUSE_SDL=3"
+ "-sWASM=1"
+ "-sASYNCIFY=1"
+ "-sALLOW_MEMORY_GROWTH=1"
+ "-sNO_EXIT_RUNTIME=0"
+ "-sASSERTIONS=1"
+ "-sDISABLE_EXCEPTION_CATCHING=1"
+# "-sNO_FILESYSTEM=1"
+ "--shell-file=${CMAKE_CURRENT_LIST_DIR}/../libs/emscripten/shell_minimal.html"
+ )
+ set_target_properties(${IMGUI_EXECUTABLE} PROPERTIES OUTPUT_NAME "index")
+endif()
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_wgpu/Makefile.emscripten b/lib/imgui-1.92.6/examples/example_sdl3_wgpu/Makefile.emscripten
new file mode 100644
index 0000000..58639a1
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_wgpu/Makefile.emscripten
@@ -0,0 +1,103 @@
+#
+# Makefile to use with emscripten
+# See https://emscripten.org/docs/getting_started/downloads.html
+# for installation instructions.
+#
+# This Makefile assumes you have loaded emscripten's environment.
+# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
+#
+# Running `make -f Makefile.emscripten` will produce three files:
+# - web/index.html
+# - web/index.js
+# - web/index.wasm
+#
+# All three are needed to run the demo.
+
+CC = emcc
+CXX = em++
+WEB_DIR = web
+EXE = $(WEB_DIR)/index.html
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+CPPFLAGS =
+LDFLAGS =
+EMS =
+
+##---------------------------------------------------------------------
+## EMSCRIPTEN OPTIONS
+##---------------------------------------------------------------------
+
+# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
+EMS += -s USE_SDL=3
+EMS += -s DISABLE_EXCEPTION_CATCHING=1
+LDFLAGS += -s WASM=1
+LDFLAGS += -s ALLOW_MEMORY_GROWTH=1
+LDFLAGS += -s ASYNCIFY=1
+LDFLAGS += -s NO_EXIT_RUNTIME=0
+LDFLAGS += -s ASSERTIONS=1
+
+# (1) Using legacy WebGPU implementation (Emscripten < 4.0.10)
+#EMS += -DIMGUI_IMPL_WEBGPU_BACKEND_WGPU
+#LDFLAGS += -s USE_WEBGPU=1
+
+# or (2) Using newer Dawn-based WebGPU port (Emscripten >= 4.0.10)
+EMS += --use-port=emdawnwebgpu
+LDFLAGS += --use-port=emdawnwebgpu
+
+# Build as single file (binary text encoded in .html file)
+#LDFLAGS += -sSINGLE_FILE
+
+# Emscripten allows preloading a file or folder to be accessible at runtime.
+# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
+# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
+# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
+USE_FILE_SYSTEM ?= 0
+ifeq ($(USE_FILE_SYSTEM), 0)
+LDFLAGS += -s NO_FILESYSTEM=1
+CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
+endif
+ifeq ($(USE_FILE_SYSTEM), 1)
+LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
+endif
+
+##---------------------------------------------------------------------
+## FINAL BUILD FLAGS
+##---------------------------------------------------------------------
+
+CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+#CPPFLAGS += -g
+CPPFLAGS += -Wall -Wformat -Os $(EMS)
+LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
+LDFLAGS += $(EMS)
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(EXE)
+
+$(WEB_DIR):
+ mkdir $@
+
+serve: all
+ python3 -m http.server -d $(WEB_DIR)
+
+$(EXE): $(OBJS) $(WEB_DIR)
+ $(CXX) -o $@ $(OBJS) $(LDFLAGS)
+
+clean:
+ rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_wgpu/README.md b/lib/imgui-1.92.6/examples/example_sdl3_wgpu/README.md
new file mode 100644
index 0000000..35857be
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_wgpu/README.md
@@ -0,0 +1,167 @@
+## How to Build
+
+
+---
+
+### Using CMake
+#### Building for desktop (WebGPU-native) with Google Dawn:
+ 1. `git clone https://github.com/google/dawn dawn`
+ 2. `cmake -B build -DIMGUI_DAWN_DIR=dawn`
+ 3. `cmake --build build`
+The resulting binary will be found at one of the following locations:
+ * build/Debug/example_sdl3_wgpu[.exe]
+ * build/example_sdl3_wgpu[.exe]
+
+#### Building for desktop (WebGPU-Native) with WGPU:
+ 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
+ 2. unzip the downloaded file in `your_preferred_folder`
+ 3. `cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder` ("full path" or "relative" starting from current directory)
+ 5. `cmake --build build`
+The resulting binary will be found at one of the following locations:
+ * build/Debug/example_sdl3_wgpu[.exe]
+ * build/example_sdl3_wgpu[.exe]
+
+#### Building for Emscripten:
+ 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
+ 2. Install Ninja build system
+ 3. `emcmake cmake -G Ninja -B build`
+ - (optional) `-DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py"`, see below
+ 4. `cmake --build build`
+
+#### Sync Emscripten with latest Google Dawn:
+If you want to sync Emscripten with latest DAWN release it's necessary to download the `port-emdawnwgpu-package` (released daily by Google) here:
+https://github.com/google/dawn/releases
+Unpack it in your preferred folder and to replace the step 3 with:
+
+3. `emcmake cmake -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py" -G Ninja -B build`
+
+**N.B.**
+For the WASM code produced by Emscripten to work correctly, it will also be necessary to have the "corresponding" (or newer) version of Google Canary (nightly build for developers) that includes the latest changes
+
+
+---
+
+### CMake by step
+
+#### Generate Dawn Native:
+
+- `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir`
+ - Using `IMGUI_DAWN_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
+
+#### Generate WGPU Native:
+
+- `cmake -G Ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -B where_to_build_dir`
+
+ - Using `IMGUI_WGPU_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
+
+#### Generate Emscripten:
+
+- `emcmake cmake -G Ninja -B where_to_build_dir`\
+CMake checks the EMSCRIPEN version then:
+ - if EMS >= 4.0.10 uses `--use-port=emdawnwebgpu` flag to build
+ - it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
+ - if EMS < 4.0.10 uses `-sUSE_WEBGPU=1` flag to build
+ - it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
+
+#### Generate Emscripten forcing `-sUSE_WEBGPU=1` deprecated flag even with EMS >= 4.0.10
+- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="-sUSE_WEBGPU=1" -B where_to_build_dir`
+ - it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
+
+#### Generate Emscripten using external WebGPU library (emdawnwebgpu_pkg)
+- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path_to_emdawnwebgpu_pkg" -B where_to_build_dir`
+ - it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
+ - *To use external WebGPU library it's necessary to have EMS >= 4.0.10 or the minimum requirements specified by the package:*
+ - https://github.com/google/dawn/releases
+
+#### Build time
+
+Once the procedure for the specific builder is generated, the build command is **always the same**:
+
+- Build using CMake
+ - `cmake --build where_to_build_dir`
+ - It will use selected builder to build the example.
+
+- Build explicitly:
+ - `cd where_to_build_dir`
+ - `ninja`
+ - This is the builder chosen during the generation phase
+
+---
+
+### CMake useful options
+#### Generator types (alternative to **ninja** builder):
+- `-G Ninja` to build with __ninja__ builder
+- `-G "Unix Makefiles"` to build with __make__ builder
+- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only
+ - **Native build only**
+ - Not **officially** supported to build Google Dawn
+
+Example:
+- using **make** instead **ninja**:
+ - `cmake -G "Unix Makefiles" -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir`
+
+**Syntax is case sensitive and the "" are necessary in case of spaces between words*
+
+#### Directories
+- The directory path can be absolute or relative (starting from the current directory)
+- It's necessary to use different `where_to_build_dir` for different CMake generations
+
+
+#### Build type
+The default build type is **Debug**
+It is possible to use a different build type using:
+- `-DCMAKE_BUILD_TYPE=Release`
+- `-DCMAKE_BUILD_TYPE=MinSizeRel`
+- `-DCMAKE_BUILD_TYPE=RelWithDebInfo`
+
+Example:
+- building **Release**:
+ - `cmake -G ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -DCMAKE_BUILD_TYPE=Release -B where_to_build_dir `
+
+#### GLFW / SDL2 / SDL3 includes, libraries, search paths and package manager
+
+Includes and libraries, by default, are searched in system/compiler paths (environment variables): you can add the path to your development tools to the environment variables without having to modify the `CMakeLists.txt` file.
+- e.g. CLang search in path specified from the following environment variables:
+ - include files: CPATH, C_INCLUDE_PATH, CPLUS_INCLUDE_PATH
+ - library files: LIBRARY_PATH
+
+If you are using a package manager (**vcpkg** / **conan** / ... ) you need/can to specify it, adding to cmake command:
+- `-DCMAKE_TOOLCHAIN_FILE=path/to/package_manager.cmake`
+
+Examples:
+
+- using **vcpkg** package manager it's necessary adding:
+ - `-DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake`
+
+- full cmake command using **vcpkg** package manager:
+ - `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake -B where_to_build_dir`
+
+---
+
+
+### Using makefile
+
+- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
+
+- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
+
+- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
+
+- Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory.
+
+- Requires recent Emscripten as WGPU is still a work-in-progress API.
+
+---
+
+## How to Run
+
+To run on a local machine:
+- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser.
+- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
+- Otherwise, generally you will need a local webserver:
+ - Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
+_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
+ - Emscripten SDK has a handy `emrun` command: `emrun web/example_glfw_wgpu.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
+ - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
+ - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
+ - If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
diff --git a/lib/imgui-1.92.6/examples/example_sdl3_wgpu/main.cpp b/lib/imgui-1.92.6/examples/example_sdl3_wgpu/main.cpp
new file mode 100644
index 0000000..c02a5be
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_sdl3_wgpu/main.cpp
@@ -0,0 +1,555 @@
+// Dear ImGui: standalone example application for using SDL3 + WebGPU
+// - Emscripten is supported for publishing on web. See https://emscripten.org.
+// - Dawn is used as a WebGPU implementation on desktop.
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_wgpu.h"
+#include <stdio.h>
+#include <stdlib.h>
+#include <SDL3/SDL.h>
+
+// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
+#ifdef __EMSCRIPTEN__
+#include <emscripten.h>
+#include <emscripten/html5.h>
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+#include <emscripten/html5_webgpu.h>
+#endif
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+#include <webgpu/webgpu_cpp.h>
+#endif
+
+// Data
+static WGPUInstance wgpu_instance = nullptr;
+static WGPUDevice wgpu_device = nullptr;
+static WGPUSurface wgpu_surface = nullptr;
+static WGPUQueue wgpu_queue = nullptr;
+static WGPUSurfaceConfiguration wgpu_surface_configuration = {};
+static int wgpu_surface_width = 1280;
+static int wgpu_surface_height = 800;
+
+// Forward declarations
+static bool InitWGPU(SDL_Window* window);
+WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window);
+
+static void ResizeSurface(int width, int height)
+{
+ wgpu_surface_configuration.width = wgpu_surface_width = width;
+ wgpu_surface_configuration.height = wgpu_surface_height = height;
+ wgpuSurfaceConfigure( wgpu_surface, (WGPUSurfaceConfiguration*)&wgpu_surface_configuration );
+}
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
+ if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
+ {
+ printf("Error: SDL_Init(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // Create SDL window graphics context
+ float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
+ SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE;
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+WebGPU example", wgpu_surface_width, wgpu_surface_height, window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return 1;
+ }
+
+ // Initialize WGPU
+ InitWGPU(window);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL3_InitForOther(window);
+
+ ImGui_ImplWGPU_InitInfo init_info;
+ init_info.Device = wgpu_device;
+ init_info.NumFramesInFlight = 3;
+ init_info.RenderTargetFormat = wgpu_surface_configuration.format;
+ init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
+ ImGui_ImplWGPU_Init(&init_info);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+#endif
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+#ifdef __EMSCRIPTEN__
+ // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+ // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+ io.IniFilename = nullptr;
+ EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+ while (!done)
+#endif
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL3_ProcessEvent(&event);
+ if (event.type == SDL_EVENT_QUIT)
+ done = true;
+ if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
+ // React to changes in screen size
+ int width, height;
+ SDL_GetWindowSize(window, &width, &height);
+ if (width != wgpu_surface_width || height != wgpu_surface_height)
+ ResizeSurface(width, height);
+
+ // Check surface status for error. If texture is not optimal, try to reconfigure the surface.
+ WGPUSurfaceTexture surface_texture;
+ wgpuSurfaceGetCurrentTexture(wgpu_surface, &surface_texture);
+ if (ImGui_ImplWGPU_IsSurfaceStatusError(surface_texture.status))
+ {
+ fprintf(stderr, "Unrecoverable Surface Texture status=%#.8x\n", surface_texture.status);
+ abort();
+ }
+ if (ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(surface_texture.status))
+ {
+ if (surface_texture.texture)
+ wgpuTextureRelease(surface_texture.texture);
+ if (width > 0 && height > 0)
+ ResizeSurface(width, height);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplWGPU_NewFrame();
+ ImGui_ImplSDL3_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+
+ WGPUTextureViewDescriptor view_desc = {};
+ view_desc.format = wgpu_surface_configuration.format;
+ view_desc.dimension = WGPUTextureViewDimension_2D;
+ view_desc.mipLevelCount = WGPU_MIP_LEVEL_COUNT_UNDEFINED;
+ view_desc.arrayLayerCount = WGPU_ARRAY_LAYER_COUNT_UNDEFINED;
+ view_desc.aspect = WGPUTextureAspect_All;
+
+ WGPUTextureView texture_view = wgpuTextureCreateView(surface_texture.texture, &view_desc);
+
+ WGPURenderPassColorAttachment color_attachments = {};
+ color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
+ color_attachments.loadOp = WGPULoadOp_Clear;
+ color_attachments.storeOp = WGPUStoreOp_Store;
+ color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ color_attachments.view = texture_view;
+
+ WGPURenderPassDescriptor render_pass_desc = {};
+ render_pass_desc.colorAttachmentCount = 1;
+ render_pass_desc.colorAttachments = &color_attachments;
+ render_pass_desc.depthStencilAttachment = nullptr;
+
+ WGPUCommandEncoderDescriptor enc_desc = {};
+ WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
+
+ WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
+ ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
+ wgpuRenderPassEncoderEnd(pass);
+
+ WGPUCommandBufferDescriptor cmd_buffer_desc = {};
+ WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
+ wgpuQueueSubmit(wgpu_queue, 1, &cmd_buffer);
+
+#ifndef __EMSCRIPTEN__
+ wgpuSurfacePresent(wgpu_surface);
+ // Tick needs to be called in Dawn to display validation errors
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+ wgpuDeviceTick(wgpu_device);
+#endif
+#endif
+ wgpuTextureViewRelease(texture_view);
+ wgpuRenderPassEncoderRelease(pass);
+ wgpuCommandEncoderRelease(encoder);
+ wgpuCommandBufferRelease(cmd_buffer);
+ }
+#ifdef __EMSCRIPTEN__
+ EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+ // Cleanup
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
+ ImGui_ImplWGPU_Shutdown();
+ ImGui_ImplSDL3_Shutdown();
+ ImGui::DestroyContext();
+
+ wgpuSurfaceUnconfigure(wgpu_surface);
+ wgpuSurfaceRelease(wgpu_surface);
+ wgpuQueueRelease(wgpu_queue);
+ wgpuDeviceRelease(wgpu_device);
+ wgpuInstanceRelease(wgpu_instance);
+
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
+
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+static WGPUAdapter RequestAdapter(wgpu::Instance& instance)
+{
+ wgpu::Adapter acquired_adapter;
+ wgpu::RequestAdapterOptions adapter_options;
+ auto onRequestAdapter = [&](wgpu::RequestAdapterStatus status, wgpu::Adapter adapter, wgpu::StringView message)
+ {
+ if (status != wgpu::RequestAdapterStatus::Success)
+ {
+ printf("Failed to get an adapter: %s\n", message.data);
+ return;
+ }
+ acquired_adapter = std::move(adapter);
+ };
+
+ // Synchronously (wait until) acquire Adapter
+ wgpu::Future waitAdapterFunc { instance.RequestAdapter(&adapter_options, wgpu::CallbackMode::WaitAnyOnly, onRequestAdapter) };
+ wgpu::WaitStatus waitStatusAdapter = instance.WaitAny(waitAdapterFunc, UINT64_MAX);
+ IM_ASSERT(acquired_adapter != nullptr && waitStatusAdapter == wgpu::WaitStatus::Success && "Error on Adapter request");
+ return acquired_adapter.MoveToCHandle();
+}
+
+static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter)
+{
+ // Set device callback functions
+ wgpu::DeviceDescriptor device_desc;
+ device_desc.SetDeviceLostCallback(wgpu::CallbackMode::AllowSpontaneous,
+ [](const wgpu::Device&, wgpu::DeviceLostReason type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetDeviceLostReasonName((WGPUDeviceLostReason)type), msg.data); }
+ );
+ device_desc.SetUncapturedErrorCallback(
+ [](const wgpu::Device&, wgpu::ErrorType type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetErrorTypeName((WGPUErrorType)type), msg.data); }
+ );
+
+ wgpu::Device acquired_device;
+ auto onRequestDevice = [&](wgpu::RequestDeviceStatus status, wgpu::Device local_device, wgpu::StringView message)
+ {
+ if (status != wgpu::RequestDeviceStatus::Success)
+ {
+ printf("Failed to get an device: %s\n", message.data);
+ return;
+ }
+ acquired_device = std::move(local_device);
+ };
+
+ // Synchronously (wait until) get Device
+ wgpu::Future waitDeviceFunc { adapter.RequestDevice(&device_desc, wgpu::CallbackMode::WaitAnyOnly, onRequestDevice) };
+ wgpu::WaitStatus waitStatusDevice = instance.WaitAny(waitDeviceFunc, UINT64_MAX);
+ IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request");
+ return acquired_device.MoveToCHandle();
+}
+#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+#ifdef __EMSCRIPTEN__
+// Adapter and device initialization via JS
+EM_ASYNC_JS( void, getAdapterAndDeviceViaJS, (),
+{
+ if (!navigator.gpu)
+ throw Error("WebGPU not supported.");
+ const adapter = await navigator.gpu.requestAdapter();
+ const device = await adapter.requestDevice();
+ Module.preinitializedWebGPUDevice = device;
+} );
+#else // __EMSCRIPTEN__
+static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2)
+{
+ if (status == WGPURequestAdapterStatus_Success)
+ {
+ WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1;
+ *extAdapter = adapter;
+ }
+ else
+ {
+ printf("Request_adapter status=%#.8x message=%.*s\n", status, (int)message.length, message.data);
+ }
+}
+
+static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2)
+{
+ if (status == WGPURequestDeviceStatus_Success)
+ {
+ WGPUDevice* extDevice = (WGPUDevice*)userdata1;
+ *extDevice = device;
+ }
+ else
+ {
+ printf("Request_device status=%#.8x message=%.*s\n", status, (int)message.length, message.data);
+ }
+}
+
+static WGPUAdapter RequestAdapter(WGPUInstance& instance)
+{
+ WGPURequestAdapterOptions adapter_options = {};
+
+ WGPUAdapter local_adapter;
+ WGPURequestAdapterCallbackInfo adapterCallbackInfo = {};
+ adapterCallbackInfo.callback = handle_request_adapter;
+ adapterCallbackInfo.userdata1 = &local_adapter;
+
+ wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo);
+ IM_ASSERT(local_adapter && "Error on Adapter request");
+ return local_adapter;
+}
+
+static WGPUDevice RequestDevice(WGPUAdapter& adapter)
+{
+ WGPUDevice local_device;
+ WGPURequestDeviceCallbackInfo deviceCallbackInfo = {};
+ deviceCallbackInfo.callback = handle_request_device;
+ deviceCallbackInfo.userdata1 = &local_device;
+ wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo);
+ IM_ASSERT(local_device && "Error on Device request");
+ return local_device;
+}
+#endif // __EMSCRIPTEN__
+#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
+
+static bool InitWGPU(SDL_Window* window)
+{
+ WGPUTextureFormat preferred_fmt = WGPUTextureFormat_Undefined; // acquired from SurfaceCapabilities
+
+ // Google DAWN backend: Adapter and Device acquisition, Surface creation
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
+ wgpu::InstanceDescriptor instance_desc = {};
+ static constexpr wgpu::InstanceFeatureName timedWaitAny = wgpu::InstanceFeatureName::TimedWaitAny;
+ instance_desc.requiredFeatureCount = 1;
+ instance_desc.requiredFeatures = &timedWaitAny;
+ wgpu::Instance instance = wgpu::CreateInstance(&instance_desc);
+
+ wgpu::Adapter adapter = RequestAdapter(instance);
+ ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter.Get());
+
+ wgpu_device = RequestDevice(instance, adapter);
+
+ // Create the surface.
+#ifdef __EMSCRIPTEN__
+ wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector canvas_desc = {};
+ canvas_desc.selector = "#canvas";
+
+ wgpu::SurfaceDescriptor surface_desc = {};
+ surface_desc.nextInChain = &canvas_desc;
+ wgpu::Surface surface = instance.CreateSurface(&surface_desc);
+#else
+ wgpu::Surface surface = CreateWGPUSurface(instance.Get(), window);
+#endif
+ if (!surface)
+ return false;
+
+ // Moving Dawn objects into WGPU handles
+ wgpu_instance = instance.MoveToCHandle();
+ wgpu_surface = surface.MoveToCHandle();
+
+ WGPUSurfaceCapabilities surface_capabilities = {};
+ wgpuSurfaceGetCapabilities(wgpu_surface, adapter.Get(), &surface_capabilities);
+
+ preferred_fmt = surface_capabilities.formats[0];
+
+ // WGPU backend: Adapter and Device acquisition, Surface creation
+#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+ wgpu_instance = wgpuCreateInstance(nullptr);
+
+#ifdef __EMSCRIPTEN__
+ getAdapterAndDeviceViaJS();
+
+ wgpu_device = emscripten_webgpu_get_device();
+ IM_ASSERT(wgpu_device != nullptr && "Error creating the Device");
+
+ WGPUSurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
+ html_surface_desc.chain.sType = WGPUSType_SurfaceDescriptorFromCanvasHTMLSelector;
+ html_surface_desc.selector = "#canvas";
+
+ WGPUSurfaceDescriptor surface_desc = {};
+ surface_desc.nextInChain = &html_surface_desc.chain;
+
+ // Create the surface.
+ wgpu_surface = wgpuInstanceCreateSurface(wgpu_instance, &surface_desc);
+ preferred_fmt = wgpuSurfaceGetPreferredFormat(wgpu_surface, {} /* adapter */);
+#else // __EMSCRIPTEN__
+ wgpuSetLogCallback(
+ [](WGPULogLevel level, WGPUStringView msg, void* userdata) { fprintf(stderr, "%s: %.*s\n", ImGui_ImplWGPU_GetLogLevelName(level), (int)msg.length, msg.data); }, nullptr
+ );
+ wgpuSetLogLevel(WGPULogLevel_Warn);
+
+ WGPUAdapter adapter = RequestAdapter(wgpu_instance);
+ ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
+
+ wgpu_device = RequestDevice(adapter);
+
+ // Create the surface.
+ wgpu_surface = CreateWGPUSurface(wgpu_instance, window);
+ if (!wgpu_surface)
+ return false;
+
+ WGPUSurfaceCapabilities surface_capabilities = {};
+ wgpuSurfaceGetCapabilities(wgpu_surface, adapter, &surface_capabilities);
+
+ preferred_fmt = surface_capabilities.formats[0];
+#endif // __EMSCRIPTEN__
+#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
+
+ wgpu_surface_configuration.presentMode = WGPUPresentMode_Fifo;
+ wgpu_surface_configuration.alphaMode = WGPUCompositeAlphaMode_Auto;
+ wgpu_surface_configuration.usage = WGPUTextureUsage_RenderAttachment;
+ wgpu_surface_configuration.width = wgpu_surface_width;
+ wgpu_surface_configuration.height = wgpu_surface_height;
+ wgpu_surface_configuration.device = wgpu_device;
+ wgpu_surface_configuration.format = preferred_fmt;
+
+ wgpuSurfaceConfigure(wgpu_surface, &wgpu_surface_configuration);
+ wgpu_queue = wgpuDeviceGetQueue(wgpu_device);
+
+ return true;
+}
+
+// SDL3 helper to create a WebGPU surface (exclusively!) for Native/Desktop applications: available only together with WebGPU/WGPU backend
+// As of today (2025/10) there is no "official" support in SDL3 to create a surface for WebGPU backend
+// This stub uses "low level" SDL3 calls to acquire information from a specific Window Manager.
+// Currently supported platforms: Windows / Linux (X11 and Wayland) / MacOS. Not necessary nor available with EMSCRIPTEN.
+#ifndef __EMSCRIPTEN__
+
+#if defined(SDL_PLATFORM_WIN32)
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN 1
+#endif
+#include <windows.h>
+#endif
+
+static WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window)
+{
+ SDL_PropertiesID propertiesID = SDL_GetWindowProperties(window);
+
+ ImGui_ImplWGPU_CreateSurfaceInfo create_info = {};
+ create_info.Instance = instance;
+#if defined(SDL_PLATFORM_MACOS)
+ {
+ create_info.System = "cocoa";
+ create_info.RawWindow = (void*)SDL_GetPointerProperty(propertiesID, SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, NULL);
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+#elif defined(SDL_PLATFORM_LINUX)
+ if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0)
+ {
+ create_info.System = "wayland";
+ create_info.RawDisplay = (void*)SDL_GetPointerProperty(propertiesID, SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER, NULL);
+ create_info.RawSurface = (void*)SDL_GetPointerProperty(propertiesID, SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER, NULL);
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+ else if (!SDL_strcmp(SDL_GetCurrentVideoDriver(), "x11"))
+ {
+ create_info.System = "x11";
+ create_info.RawWindow = (void*)SDL_GetNumberProperty(propertiesID, SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
+ create_info.RawDisplay = (void*)SDL_GetPointerProperty(propertiesID, SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL);
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+#elif defined(SDL_PLATFORM_WIN32)
+ {
+ create_info.System = "win32";
+ create_info.RawWindow = (void*)SDL_GetPointerProperty(propertiesID, SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
+ create_info.RawInstance = (void*)::GetModuleHandle(NULL);
+ return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
+ }
+#else
+#error "Unsupported WebGPU native platform!"
+#endif
+ return nullptr;
+}
+#endif // #ifndef __EMSCRIPTEN__
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx10/build_win32.bat b/lib/imgui-1.92.6/examples/example_win32_directx10/build_win32.bat
new file mode 100644
index 0000000..78a6e37
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx10/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_directx10
+@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\backends\imgui_impl_dx10.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx10/example_win32_directx10.vcxproj b/lib/imgui-1.92.6/examples/example_win32_directx10/example_win32_directx10.vcxproj
new file mode 100644
index 0000000..d11aed8
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx10/example_win32_directx10.vcxproj
@@ -0,0 +1,176 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{345A953E-A004-4648-B442-DC5F9F11068C}</ProjectGuid>
+ <RootNamespace>example_win32_directx10</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_dx10.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_win32.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_dx10.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters b/lib/imgui-1.92.6/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters
new file mode 100644
index 0000000..33ab99b
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx10/example_win32_directx10.vcxproj.filters
@@ -0,0 +1,63 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_dx10.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_win32.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_dx10.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_win32.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx10/main.cpp b/lib/imgui-1.92.6/examples/example_win32_directx10/main.cpp
new file mode 100644
index 0000000..2c34207
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx10/main.cpp
@@ -0,0 +1,282 @@
+// Dear ImGui: standalone example application for Windows API + DirectX 10
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#include "imgui_impl_dx10.h"
+#include <d3d10_1.h>
+#include <d3d10.h>
+#include <tchar.h>
+
+// Data
+static ID3D10Device* g_pd3dDevice = nullptr;
+static IDXGISwapChain* g_pSwapChain = nullptr;
+static bool g_SwapChainOccluded = false;
+static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
+static ID3D10RenderTargetView* g_mainRenderTargetView = nullptr;
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void CreateRenderTarget();
+void CleanupRenderTarget();
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Main code
+int main(int, char**)
+{
+ // Make process DPI aware and obtain main monitor scale
+ ImGui_ImplWin32_EnableDpiAwareness();
+ float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
+
+ // Create application window
+ WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
+ ::RegisterClassExW(&wc);
+ HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX10 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
+
+ // Initialize Direct3D
+ if (!CreateDeviceD3D(hwnd))
+ {
+ CleanupDeviceD3D();
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+ ::UpdateWindow(hwnd);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX10_Init(g_pd3dDevice);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // See the WndProc() function below for our to dispatch events to the Win32 backend.
+ MSG msg;
+ while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
+ {
+ ::TranslateMessage(&msg);
+ ::DispatchMessage(&msg);
+ if (msg.message == WM_QUIT)
+ done = true;
+ }
+ if (done)
+ break;
+
+ // Handle window being minimized or screen locked
+ if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
+ {
+ ::Sleep(10);
+ continue;
+ }
+ g_SwapChainOccluded = false;
+
+ // Handle window resize (we don't resize directly in the WM_SIZE handler)
+ if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
+ {
+ CleanupRenderTarget();
+ g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0);
+ g_ResizeWidth = g_ResizeHeight = 0;
+ CreateRenderTarget();
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX10_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
+ g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
+ ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
+
+ // Present
+ HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
+ //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
+ g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
+ }
+
+ // Cleanup
+ ImGui_ImplDX10_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceD3D();
+ ::DestroyWindow(hwnd);
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+
+ return 0;
+}
+
+// Helper functions
+
+bool CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ // This is a basic setup. Optimally could use handle fullscreen mode differently. See #8979 for suggestions.
+ DXGI_SWAP_CHAIN_DESC sd;
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = 0;
+ sd.BufferDesc.Height = 0;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+ UINT createDeviceFlags = 0;
+ //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
+ HRESULT res = D3D10CreateDeviceAndSwapChain(nullptr, D3D10_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice);
+ if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
+ res = D3D10CreateDeviceAndSwapChain(nullptr, D3D10_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice);
+ if (res != S_OK)
+ return false;
+
+ CreateRenderTarget();
+ return true;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
+}
+
+void CreateRenderTarget()
+{
+ ID3D10Texture2D* pBackBuffer;
+ g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
+ pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+ if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
+}
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (wParam == SIZE_MINIMIZED)
+ return 0;
+ g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
+ g_ResizeHeight = (UINT)HIWORD(lParam);
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ ::PostQuitMessage(0);
+ return 0;
+ }
+ return ::DefWindowProcW(hWnd, msg, wParam, lParam);
+}
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx11/build_win32.bat b/lib/imgui-1.92.6/examples/example_win32_directx11/build_win32.bat
new file mode 100644
index 0000000..c9a717c
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx11/build_win32.bat
@@ -0,0 +1,9 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_directx11
+@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
+
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx11/example_win32_directx11.vcxproj b/lib/imgui-1.92.6/examples/example_win32_directx11/example_win32_directx11.vcxproj
new file mode 100644
index 0000000..bace6a2
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx11/example_win32_directx11.vcxproj
@@ -0,0 +1,175 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{9F316E83-5AE5-4939-A723-305A94F48005}</ProjectGuid>
+ <RootNamespace>example_win32_directx11</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_dx11.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_win32.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_dx11.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters b/lib/imgui-1.92.6/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters
new file mode 100644
index 0000000..63032a6
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx11/example_win32_directx11.vcxproj.filters
@@ -0,0 +1,63 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_win32.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_dx11.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_win32.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_dx11.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx11/main.cpp b/lib/imgui-1.92.6/examples/example_win32_directx11/main.cpp
new file mode 100644
index 0000000..524538a
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx11/main.cpp
@@ -0,0 +1,285 @@
+// Dear ImGui: standalone example application for Windows API + DirectX 11
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#include "imgui_impl_dx11.h"
+#include <d3d11.h>
+#include <tchar.h>
+
+// Data
+static ID3D11Device* g_pd3dDevice = nullptr;
+static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
+static IDXGISwapChain* g_pSwapChain = nullptr;
+static bool g_SwapChainOccluded = false;
+static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
+static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void CreateRenderTarget();
+void CleanupRenderTarget();
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Main code
+int main(int, char**)
+{
+ // Make process DPI aware and obtain main monitor scale
+ ImGui_ImplWin32_EnableDpiAwareness();
+ float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
+
+ // Create application window
+ WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
+ ::RegisterClassExW(&wc);
+ HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
+
+ // Initialize Direct3D
+ if (!CreateDeviceD3D(hwnd))
+ {
+ CleanupDeviceD3D();
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+ ::UpdateWindow(hwnd);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // See the WndProc() function below for our to dispatch events to the Win32 backend.
+ MSG msg;
+ while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
+ {
+ ::TranslateMessage(&msg);
+ ::DispatchMessage(&msg);
+ if (msg.message == WM_QUIT)
+ done = true;
+ }
+ if (done)
+ break;
+
+ // Handle window being minimized or screen locked
+ if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
+ {
+ ::Sleep(10);
+ continue;
+ }
+ g_SwapChainOccluded = false;
+
+ // Handle window resize (we don't resize directly in the WM_SIZE handler)
+ if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
+ {
+ CleanupRenderTarget();
+ g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0);
+ g_ResizeWidth = g_ResizeHeight = 0;
+ CreateRenderTarget();
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX11_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
+ g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
+ ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+
+ // Present
+ HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
+ //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
+ g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
+ }
+
+ // Cleanup
+ ImGui_ImplDX11_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceD3D();
+ ::DestroyWindow(hwnd);
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+
+ return 0;
+}
+
+// Helper functions
+
+bool CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ // This is a basic setup. Optimally could use e.g. DXGI_SWAP_EFFECT_FLIP_DISCARD and handle fullscreen mode differently. See #8979 for suggestions.
+ DXGI_SWAP_CHAIN_DESC sd;
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = 0;
+ sd.BufferDesc.Height = 0;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+ UINT createDeviceFlags = 0;
+ //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
+ HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
+ if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
+ res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
+ if (res != S_OK)
+ return false;
+
+ CreateRenderTarget();
+ return true;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
+ if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
+}
+
+void CreateRenderTarget()
+{
+ ID3D11Texture2D* pBackBuffer;
+ g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
+ pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+ if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
+}
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (wParam == SIZE_MINIMIZED)
+ return 0;
+ g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
+ g_ResizeHeight = (UINT)HIWORD(lParam);
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ ::PostQuitMessage(0);
+ return 0;
+ }
+ return ::DefWindowProcW(hWnd, msg, wParam, lParam);
+}
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx12/build_win32.bat b/lib/imgui-1.92.6/examples/example_win32_directx12/build_win32.bat
new file mode 100644
index 0000000..cb5e8e2
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx12/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_directx12
+@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx12.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
+@set LIBS=d3d12.lib d3dcompiler.lib dxgi.lib
+mkdir Debug
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx12/example_win32_directx12.vcxproj b/lib/imgui-1.92.6/examples/example_win32_directx12/example_win32_directx12.vcxproj
new file mode 100644
index 0000000..c4b81e7
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx12/example_win32_directx12.vcxproj
@@ -0,0 +1,180 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
+ <RootNamespace>example_win32_directx12</RootNamespace>
+ <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v142</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v142</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
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+ <ClCompile Include="main.cpp" />
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+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\README.txt" />
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+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
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+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters b/lib/imgui-1.92.6/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters
new file mode 100644
index 0000000..23a9952
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters
@@ -0,0 +1,65 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{fb3d294f-51ec-478e-a627-25831c80fefd}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{4f33ddea-9910-456d-b868-4267eb3c2b19}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
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+ <ClInclude Include="..\..\backends\imgui_impl_dx12.h">
+ <Filter>sources</Filter>
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+ <ClInclude Include="..\..\backends\imgui_impl_win32.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
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+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_win32.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
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+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
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+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+ <ItemGroup>
+ <Natvis Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </Natvis>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx12/main.cpp b/lib/imgui-1.92.6/examples/example_win32_directx12/main.cpp
new file mode 100644
index 0000000..0d8bb20
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx12/main.cpp
@@ -0,0 +1,553 @@
+// Dear ImGui: standalone example application for Windows API + DirectX 12
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#include "imgui_impl_dx12.h"
+#include <d3d12.h>
+#include <dxgi1_5.h>
+#include <tchar.h>
+
+#ifdef _DEBUG
+#define DX12_ENABLE_DEBUG_LAYER
+#endif
+
+#ifdef DX12_ENABLE_DEBUG_LAYER
+#include <dxgidebug.h>
+#pragma comment(lib, "dxguid.lib")
+#endif
+
+// Config for example app
+static const int APP_NUM_FRAMES_IN_FLIGHT = 2;
+static const int APP_NUM_BACK_BUFFERS = 2;
+static const int APP_SRV_HEAP_SIZE = 64;
+
+struct FrameContext
+{
+ ID3D12CommandAllocator* CommandAllocator;
+ UINT64 FenceValue;
+};
+
+// Simple free list based allocator
+struct ExampleDescriptorHeapAllocator
+{
+ ID3D12DescriptorHeap* Heap = nullptr;
+ D3D12_DESCRIPTOR_HEAP_TYPE HeapType = D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES;
+ D3D12_CPU_DESCRIPTOR_HANDLE HeapStartCpu;
+ D3D12_GPU_DESCRIPTOR_HANDLE HeapStartGpu;
+ UINT HeapHandleIncrement;
+ ImVector<int> FreeIndices;
+
+ void Create(ID3D12Device* device, ID3D12DescriptorHeap* heap)
+ {
+ IM_ASSERT(Heap == nullptr && FreeIndices.empty());
+ Heap = heap;
+ D3D12_DESCRIPTOR_HEAP_DESC desc = heap->GetDesc();
+ HeapType = desc.Type;
+ HeapStartCpu = Heap->GetCPUDescriptorHandleForHeapStart();
+ HeapStartGpu = Heap->GetGPUDescriptorHandleForHeapStart();
+ HeapHandleIncrement = device->GetDescriptorHandleIncrementSize(HeapType);
+ FreeIndices.reserve((int)desc.NumDescriptors);
+ for (int n = desc.NumDescriptors; n > 0; n--)
+ FreeIndices.push_back(n - 1);
+ }
+ void Destroy()
+ {
+ Heap = nullptr;
+ FreeIndices.clear();
+ }
+ void Alloc(D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle)
+ {
+ IM_ASSERT(FreeIndices.Size > 0);
+ int idx = FreeIndices.back();
+ FreeIndices.pop_back();
+ out_cpu_desc_handle->ptr = HeapStartCpu.ptr + (idx * HeapHandleIncrement);
+ out_gpu_desc_handle->ptr = HeapStartGpu.ptr + (idx * HeapHandleIncrement);
+ }
+ void Free(D3D12_CPU_DESCRIPTOR_HANDLE out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE out_gpu_desc_handle)
+ {
+ int cpu_idx = (int)((out_cpu_desc_handle.ptr - HeapStartCpu.ptr) / HeapHandleIncrement);
+ int gpu_idx = (int)((out_gpu_desc_handle.ptr - HeapStartGpu.ptr) / HeapHandleIncrement);
+ IM_ASSERT(cpu_idx == gpu_idx);
+ FreeIndices.push_back(cpu_idx);
+ }
+};
+
+// Data
+static FrameContext g_frameContext[APP_NUM_FRAMES_IN_FLIGHT] = {};
+static UINT g_frameIndex = 0;
+
+static ID3D12Device* g_pd3dDevice = nullptr;
+static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = nullptr;
+static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = nullptr;
+static ExampleDescriptorHeapAllocator g_pd3dSrvDescHeapAlloc;
+static ID3D12CommandQueue* g_pd3dCommandQueue = nullptr;
+static ID3D12GraphicsCommandList* g_pd3dCommandList = nullptr;
+static ID3D12Fence* g_fence = nullptr;
+static HANDLE g_fenceEvent = nullptr;
+static UINT64 g_fenceLastSignaledValue = 0;
+static IDXGISwapChain3* g_pSwapChain = nullptr;
+static bool g_SwapChainTearingSupport = false;
+static bool g_SwapChainOccluded = false;
+static HANDLE g_hSwapChainWaitableObject = nullptr;
+static ID3D12Resource* g_mainRenderTargetResource[APP_NUM_BACK_BUFFERS] = {};
+static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[APP_NUM_BACK_BUFFERS] = {};
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void CreateRenderTarget();
+void CleanupRenderTarget();
+void WaitForPendingOperations();
+FrameContext* WaitForNextFrameContext();
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Main code
+int main(int, char**)
+{
+ // Make process DPI aware and obtain main monitor scale
+ ImGui_ImplWin32_EnableDpiAwareness();
+ float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
+
+ // Create application window
+ WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
+ ::RegisterClassExW(&wc);
+ HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
+
+ // Initialize Direct3D
+ if (!CreateDeviceD3D(hwnd))
+ {
+ CleanupDeviceD3D();
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+ ::UpdateWindow(hwnd);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplWin32_Init(hwnd);
+
+ ImGui_ImplDX12_InitInfo init_info = {};
+ init_info.Device = g_pd3dDevice;
+ init_info.CommandQueue = g_pd3dCommandQueue;
+ init_info.NumFramesInFlight = APP_NUM_FRAMES_IN_FLIGHT;
+ init_info.RTVFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
+ init_info.DSVFormat = DXGI_FORMAT_UNKNOWN;
+ // Allocating SRV descriptors (for textures) is up to the application, so we provide callbacks.
+ // (current version of the backend will only allocate one descriptor, future versions will need to allocate more)
+ init_info.SrvDescriptorHeap = g_pd3dSrvDescHeap;
+ init_info.SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) { return g_pd3dSrvDescHeapAlloc.Alloc(out_cpu_handle, out_gpu_handle); };
+ init_info.SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle) { return g_pd3dSrvDescHeapAlloc.Free(cpu_handle, gpu_handle); };
+ ImGui_ImplDX12_Init(&init_info);
+
+ // Before 1.91.6: our signature was using a single descriptor. From 1.92, specifying SrvDescriptorAllocFn/SrvDescriptorFreeFn will be required to benefit from new features.
+ //ImGui_ImplDX12_Init(g_pd3dDevice, APP_NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // See the WndProc() function below for our to dispatch events to the Win32 backend.
+ MSG msg;
+ while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
+ {
+ ::TranslateMessage(&msg);
+ ::DispatchMessage(&msg);
+ if (msg.message == WM_QUIT)
+ done = true;
+ }
+ if (done)
+ break;
+
+ // Handle window screen locked
+ if ((g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) || ::IsIconic(hwnd))
+ {
+ ::Sleep(10);
+ continue;
+ }
+ g_SwapChainOccluded = false;
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX12_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+
+ FrameContext* frameCtx = WaitForNextFrameContext();
+ UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
+ frameCtx->CommandAllocator->Reset();
+
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
+ barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
+ g_pd3dCommandList->Reset(frameCtx->CommandAllocator, nullptr);
+ g_pd3dCommandList->ResourceBarrier(1, &barrier);
+
+ // Render Dear ImGui graphics
+ const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, nullptr);
+ g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, nullptr);
+ g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
+ ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
+ g_pd3dCommandList->ResourceBarrier(1, &barrier);
+ g_pd3dCommandList->Close();
+
+ g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
+ g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
+ frameCtx->FenceValue = g_fenceLastSignaledValue;
+
+ // Present
+ HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
+ //HRESULT hr = g_pSwapChain->Present(0, g_SwapChainTearingSupport ? DXGI_PRESENT_ALLOW_TEARING : 0); // Present without vsync
+ g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
+ g_frameIndex++;
+ }
+
+ WaitForPendingOperations();
+
+ // Cleanup
+ ImGui_ImplDX12_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceD3D();
+ ::DestroyWindow(hwnd);
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+
+ return 0;
+}
+
+// Helper functions
+
+bool CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ // This is a basic setup. Optimally could handle fullscreen mode differently. See #8979 for suggestions.
+ DXGI_SWAP_CHAIN_DESC1 sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = APP_NUM_BACK_BUFFERS;
+ sd.Width = 0;
+ sd.Height = 0;
+ sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
+ sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
+ sd.Scaling = DXGI_SCALING_STRETCH;
+ sd.Stereo = FALSE;
+ }
+
+ // [DEBUG] Enable debug interface
+#ifdef DX12_ENABLE_DEBUG_LAYER
+ ID3D12Debug* pdx12Debug = nullptr;
+ if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
+ pdx12Debug->EnableDebugLayer();
+#endif
+
+ // Create device
+ D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
+ if (D3D12CreateDevice(nullptr, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
+ return false;
+
+ // [DEBUG] Setup debug interface to break on any warnings/errors
+#ifdef DX12_ENABLE_DEBUG_LAYER
+ if (pdx12Debug != nullptr)
+ {
+ ID3D12InfoQueue* pInfoQueue = nullptr;
+ g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
+ pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
+ pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
+ pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
+
+ // Disable breaking on this warning because of a suspected bug in the D3D12 SDK layer, see #9084 for details.
+ const int D3D12_MESSAGE_ID_FENCE_ZERO_WAIT_ = 1424; // not in all copies of d3d12sdklayers.h
+ D3D12_MESSAGE_ID disabledMessages[] = { (D3D12_MESSAGE_ID)D3D12_MESSAGE_ID_FENCE_ZERO_WAIT_ };
+ D3D12_INFO_QUEUE_FILTER filter = {};
+ filter.DenyList.NumIDs = 1;
+ filter.DenyList.pIDList = disabledMessages;
+ pInfoQueue->AddStorageFilterEntries(&filter);
+
+ pInfoQueue->Release();
+ pdx12Debug->Release();
+ }
+#endif
+
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
+ desc.NumDescriptors = APP_NUM_BACK_BUFFERS;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+ desc.NodeMask = 1;
+ if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
+ return false;
+
+ SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
+ D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
+ for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
+ {
+ g_mainRenderTargetDescriptor[i] = rtvHandle;
+ rtvHandle.ptr += rtvDescriptorSize;
+ }
+ }
+
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
+ desc.NumDescriptors = APP_SRV_HEAP_SIZE;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
+ if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
+ return false;
+ g_pd3dSrvDescHeapAlloc.Create(g_pd3dDevice, g_pd3dSrvDescHeap);
+ }
+
+ {
+ D3D12_COMMAND_QUEUE_DESC desc = {};
+ desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ desc.NodeMask = 1;
+ if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
+ return false;
+ }
+
+ for (UINT i = 0; i < APP_NUM_FRAMES_IN_FLIGHT; i++)
+ if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
+ return false;
+
+ if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, nullptr, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
+ g_pd3dCommandList->Close() != S_OK)
+ return false;
+
+ if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
+ return false;
+
+ g_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
+ if (g_fenceEvent == nullptr)
+ return false;
+
+ {
+ IDXGIFactory5* dxgiFactory = nullptr;
+ IDXGISwapChain1* swapChain1 = nullptr;
+ if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
+ return false;
+
+ BOOL allow_tearing = FALSE;
+ dxgiFactory->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing, sizeof(allow_tearing));
+ g_SwapChainTearingSupport = (allow_tearing == TRUE);
+ if (g_SwapChainTearingSupport)
+ sd.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
+
+ if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, nullptr, nullptr, &swapChain1) != S_OK)
+ return false;
+ if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
+ return false;
+ if (g_SwapChainTearingSupport)
+ dxgiFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
+
+ swapChain1->Release();
+ dxgiFactory->Release();
+ g_pSwapChain->SetMaximumFrameLatency(APP_NUM_BACK_BUFFERS);
+ g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
+ }
+
+ CreateRenderTarget();
+ return true;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, nullptr); g_pSwapChain->Release(); g_pSwapChain = nullptr; }
+ if (g_hSwapChainWaitableObject != nullptr) { CloseHandle(g_hSwapChainWaitableObject); }
+ for (UINT i = 0; i < APP_NUM_FRAMES_IN_FLIGHT; i++)
+ if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = nullptr; }
+ if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = nullptr; }
+ if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = nullptr; }
+ if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = nullptr; }
+ if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = nullptr; }
+ if (g_fence) { g_fence->Release(); g_fence = nullptr; }
+ if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = nullptr; }
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
+
+#ifdef DX12_ENABLE_DEBUG_LAYER
+ IDXGIDebug1* pDebug = nullptr;
+ if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
+ {
+ pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
+ pDebug->Release();
+ }
+#endif
+}
+
+void CreateRenderTarget()
+{
+ for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
+ {
+ ID3D12Resource* pBackBuffer = nullptr;
+ g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, g_mainRenderTargetDescriptor[i]);
+ g_mainRenderTargetResource[i] = pBackBuffer;
+ }
+}
+
+void CleanupRenderTarget()
+{
+ WaitForPendingOperations();
+
+ for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
+ if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; }
+}
+
+void WaitForPendingOperations()
+{
+ g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
+
+ g_fence->SetEventOnCompletion(g_fenceLastSignaledValue, g_fenceEvent);
+ ::WaitForSingleObject(g_fenceEvent, INFINITE);
+}
+
+FrameContext* WaitForNextFrameContext()
+{
+ FrameContext* frame_context = &g_frameContext[g_frameIndex % APP_NUM_FRAMES_IN_FLIGHT];
+ if (g_fence->GetCompletedValue() < frame_context->FenceValue)
+ {
+ g_fence->SetEventOnCompletion(frame_context->FenceValue, g_fenceEvent);
+ HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, g_fenceEvent };
+ ::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE);
+ }
+ else
+ ::WaitForSingleObject(g_hSwapChainWaitableObject, INFINITE);
+
+ return frame_context;
+}
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (g_pd3dDevice != nullptr && wParam != SIZE_MINIMIZED)
+ {
+ CleanupRenderTarget();
+ DXGI_SWAP_CHAIN_DESC1 desc = {};
+ g_pSwapChain->GetDesc1(&desc);
+ HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), desc.Format, desc.Flags);
+ IM_ASSERT(SUCCEEDED(result) && "Failed to resize swapchain.");
+ CreateRenderTarget();
+ }
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ ::PostQuitMessage(0);
+ return 0;
+ }
+ return ::DefWindowProcW(hWnd, msg, wParam, lParam);
+}
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx9/build_win32.bat b/lib/imgui-1.92.6/examples/example_win32_directx9/build_win32.bat
new file mode 100644
index 0000000..ece5ea1
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx9/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_directx9
+@set INCLUDES=/I..\.. /I..\..\backends /I "%DXSDK_DIR%/Include"
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx9/example_win32_directx9.vcxproj b/lib/imgui-1.92.6/examples/example_win32_directx9/example_win32_directx9.vcxproj
new file mode 100644
index 0000000..8c3f995
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx9/example_win32_directx9.vcxproj
@@ -0,0 +1,176 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{4165A294-21F2-44CA-9B38-E3F935ABADF5}</ProjectGuid>
+ <RootNamespace>example_win32_directx9</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_dx9.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_dx9.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_win32.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters b/lib/imgui-1.92.6/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters
new file mode 100644
index 0000000..5ed89d6
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx9/example_win32_directx9.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="sources">
+ <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+ </Filter>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{a82cba23-9de0-45c2-b1e3-2eb1666702de}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_win32.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_dx9.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_win32.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_dx9.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_win32_directx9/main.cpp b/lib/imgui-1.92.6/examples/example_win32_directx9/main.cpp
new file mode 100644
index 0000000..fbe4c39
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_directx9/main.cpp
@@ -0,0 +1,274 @@
+// Dear ImGui: standalone example application for Windows API + DirectX 9
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_dx9.h"
+#include "imgui_impl_win32.h"
+#include <d3d9.h>
+#include <tchar.h>
+
+// Data
+static LPDIRECT3D9 g_pD3D = nullptr;
+static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr;
+static bool g_DeviceLost = false;
+static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
+static D3DPRESENT_PARAMETERS g_d3dpp = {};
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void ResetDevice();
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Main code
+int main(int, char**)
+{
+ // Make process DPI aware and obtain main monitor scale
+ ImGui_ImplWin32_EnableDpiAwareness();
+ float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
+
+ // Create application window
+ WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
+ ::RegisterClassExW(&wc);
+ HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
+
+ // Initialize Direct3D
+ if (!CreateDeviceD3D(hwnd))
+ {
+ CleanupDeviceD3D();
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+ ::UpdateWindow(hwnd);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX9_Init(g_pd3dDevice);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // See the WndProc() function below for our to dispatch events to the Win32 backend.
+ MSG msg;
+ while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
+ {
+ ::TranslateMessage(&msg);
+ ::DispatchMessage(&msg);
+ if (msg.message == WM_QUIT)
+ done = true;
+ }
+ if (done)
+ break;
+
+ // Handle lost D3D9 device
+ if (g_DeviceLost)
+ {
+ HRESULT hr = g_pd3dDevice->TestCooperativeLevel();
+ if (hr == D3DERR_DEVICELOST)
+ {
+ ::Sleep(10);
+ continue;
+ }
+ if (hr == D3DERR_DEVICENOTRESET)
+ ResetDevice();
+ g_DeviceLost = false;
+ }
+
+ // Handle window resize (we don't resize directly in the WM_SIZE handler)
+ if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
+ {
+ g_d3dpp.BackBufferWidth = g_ResizeWidth;
+ g_d3dpp.BackBufferHeight = g_ResizeHeight;
+ g_ResizeWidth = g_ResizeHeight = 0;
+ ResetDevice();
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX9_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::EndFrame();
+ g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
+ g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
+ g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
+ D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*255.0f), (int)(clear_color.w*255.0f));
+ g_pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
+ if (g_pd3dDevice->BeginScene() >= 0)
+ {
+ ImGui::Render();
+ ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
+ g_pd3dDevice->EndScene();
+ }
+ HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr);
+ if (result == D3DERR_DEVICELOST)
+ g_DeviceLost = true;
+ }
+
+ // Cleanup
+ ImGui_ImplDX9_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceD3D();
+ ::DestroyWindow(hwnd);
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+
+ return 0;
+}
+
+// Helper functions
+
+bool CreateDeviceD3D(HWND hWnd)
+{
+ if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)
+ return false;
+
+ // Create the D3DDevice
+ ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
+ g_d3dpp.Windowed = TRUE;
+ g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
+ g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
+ g_d3dpp.EnableAutoDepthStencil = TRUE;
+ g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
+ g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
+ //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
+ if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
+ return false;
+
+ return true;
+}
+
+void CleanupDeviceD3D()
+{
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
+ if (g_pD3D) { g_pD3D->Release(); g_pD3D = nullptr; }
+}
+
+void ResetDevice()
+{
+ ImGui_ImplDX9_InvalidateDeviceObjects();
+ HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
+ if (hr == D3DERR_INVALIDCALL)
+ IM_ASSERT(0);
+ ImGui_ImplDX9_CreateDeviceObjects();
+}
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (wParam == SIZE_MINIMIZED)
+ return 0;
+ g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
+ g_ResizeHeight = (UINT)HIWORD(lParam);
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ ::PostQuitMessage(0);
+ return 0;
+ }
+ return ::DefWindowProcW(hWnd, msg, wParam, lParam);
+}
diff --git a/lib/imgui-1.92.6/examples/example_win32_opengl3/build_mingw.bat b/lib/imgui-1.92.6/examples/example_win32_opengl3/build_mingw.bat
new file mode 100644
index 0000000..e9f804f
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_opengl3/build_mingw.bat
@@ -0,0 +1,8 @@
+@REM Build for MINGW64 or 32 from MSYS2.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_opengl3
+@set INCLUDES=-I../.. -I../../backends
+@set SOURCES=main.cpp ../../backends/imgui_impl_opengl3.cpp ../../backends/imgui_impl_win32.cpp ../../imgui*.cpp
+@set LIBS=-lopengl32 -lgdi32 -ldwmapi
+mkdir %OUT_DIR%
+g++ -DUNICODE %INCLUDES% %SOURCES% -o %OUT_DIR%/%OUT_EXE%.exe --static -mwindows %LIBS% %LIBS%
diff --git a/lib/imgui-1.92.6/examples/example_win32_opengl3/build_win32.bat b/lib/imgui-1.92.6/examples/example_win32_opengl3/build_win32.bat
new file mode 100644
index 0000000..48df080
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_opengl3/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_opengl3
+@set INCLUDES=/I..\.. /I..\..\backends
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
+@set LIBS=opengl32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/lib/imgui-1.92.6/examples/example_win32_opengl3/example_win32_opengl3.vcxproj b/lib/imgui-1.92.6/examples/example_win32_opengl3/example_win32_opengl3.vcxproj
new file mode 100644
index 0000000..98fc38f
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_opengl3/example_win32_opengl3.vcxproj
@@ -0,0 +1,176 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{C624E5FF-D4FE-4D35-9164-B8A91864F98E}</ProjectGuid>
+ <RootNamespace>example_win32_opengl2</RootNamespace>
+ <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
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+ <ConfigurationType>Application</ConfigurationType>
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+ <WholeProgramOptimization>true</WholeProgramOptimization>
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+ <PlatformToolset>v140</PlatformToolset>
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+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
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+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
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+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ </Link>
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+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ </Link>
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+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
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+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_win32.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\natvis\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters b/lib/imgui-1.92.6/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters
new file mode 100644
index 0000000..47ed299
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_opengl3/example_win32_opengl3.vcxproj.filters
@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
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+ <ItemGroup>
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+ <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
+ <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
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+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_win32.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\natvis\imgui.natvis">
+ <Filter>sources</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_win32_opengl3/main.cpp b/lib/imgui-1.92.6/examples/example_win32_opengl3/main.cpp
new file mode 100644
index 0000000..d18ea0b
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_opengl3/main.cpp
@@ -0,0 +1,253 @@
+// Dear ImGui: standalone example application for Windows API + OpenGL
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// This is provided for completeness, however it is strongly recommended you use OpenGL with SDL or GLFW.
+
+#include "imgui.h"
+#include "imgui_impl_opengl3.h"
+#include "imgui_impl_win32.h"
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#include <windows.h>
+#include <GL/gl.h>
+#include <tchar.h>
+
+// Data stored per platform window
+struct WGL_WindowData { HDC hDC; };
+
+// Data
+static HGLRC g_hRC;
+static WGL_WindowData g_MainWindow;
+static int g_Width;
+static int g_Height;
+
+// Forward declarations of helper functions
+bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data);
+void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data);
+void ResetDeviceWGL();
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Main code
+int main(int, char**)
+{
+ // Make process DPI aware and obtain main monitor scale
+ ImGui_ImplWin32_EnableDpiAwareness();
+ float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
+
+ // Create application window
+ WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
+ ::RegisterClassExW(&wc);
+ HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
+
+ // Initialize OpenGL
+ if (!CreateDeviceWGL(hwnd, &g_MainWindow))
+ {
+ CleanupDeviceWGL(hwnd, &g_MainWindow);
+ ::DestroyWindow(hwnd);
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+ return 1;
+ }
+ wglMakeCurrent(g_MainWindow.hDC, g_hRC);
+
+ // Show the window
+ ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+ ::UpdateWindow(hwnd);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplWin32_InitForOpenGL(hwnd);
+ ImGui_ImplOpenGL3_Init();
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // See the WndProc() function below for our to dispatch events to the Win32 backend.
+ MSG msg;
+ while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
+ {
+ ::TranslateMessage(&msg);
+ ::DispatchMessage(&msg);
+ if (msg.message == WM_QUIT)
+ done = true;
+ }
+ if (done)
+ break;
+ if (::IsIconic(hwnd))
+ {
+ ::Sleep(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ glViewport(0, 0, g_Width, g_Height);
+ glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+
+ // Present
+ ::SwapBuffers(g_MainWindow.hDC);
+ }
+
+ ImGui_ImplOpenGL3_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceWGL(hwnd, &g_MainWindow);
+ wglDeleteContext(g_hRC);
+ ::DestroyWindow(hwnd);
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+
+ return 0;
+}
+
+// Helper functions
+bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data)
+{
+ HDC hDc = ::GetDC(hWnd);
+ PIXELFORMATDESCRIPTOR pfd = { 0 };
+ pfd.nSize = sizeof(pfd);
+ pfd.nVersion = 1;
+ pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
+ pfd.iPixelType = PFD_TYPE_RGBA;
+ pfd.cColorBits = 32;
+
+ const int pf = ::ChoosePixelFormat(hDc, &pfd);
+ if (pf == 0)
+ return false;
+ if (::SetPixelFormat(hDc, pf, &pfd) == FALSE)
+ return false;
+ ::ReleaseDC(hWnd, hDc);
+
+ data->hDC = ::GetDC(hWnd);
+ if (!g_hRC)
+ g_hRC = wglCreateContext(data->hDC);
+ return true;
+}
+
+void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data)
+{
+ wglMakeCurrent(nullptr, nullptr);
+ ::ReleaseDC(hWnd, data->hDC);
+}
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (wParam != SIZE_MINIMIZED)
+ {
+ g_Width = LOWORD(lParam);
+ g_Height = HIWORD(lParam);
+ }
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ ::PostQuitMessage(0);
+ return 0;
+ }
+ return ::DefWindowProcW(hWnd, msg, wParam, lParam);
+}
diff --git a/lib/imgui-1.92.6/examples/example_win32_vulkan/build_win32.bat b/lib/imgui-1.92.6/examples/example_win32_vulkan/build_win32.bat
new file mode 100644
index 0000000..4bfb7ca
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_vulkan/build_win32.bat
@@ -0,0 +1,9 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
+@set LIBS=/libpath:%VULKAN_SDK%\lib32 vulkan-1.lib
+
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/lib/imgui-1.92.6/examples/example_win32_vulkan/build_win64.bat b/lib/imgui-1.92.6/examples/example_win32_vulkan/build_win64.bat
new file mode 100644
index 0000000..f8c66f7
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_vulkan/build_win64.bat
@@ -0,0 +1,9 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
+@set LIBS=/libpath:%VULKAN_SDK%\lib vulkan-1.lib
+
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/lib/imgui-1.92.6/examples/example_win32_vulkan/example_win32_vulkan.vcxproj b/lib/imgui-1.92.6/examples/example_win32_vulkan/example_win32_vulkan.vcxproj
new file mode 100644
index 0000000..dab8afd
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_vulkan/example_win32_vulkan.vcxproj
@@ -0,0 +1,178 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}</ProjectGuid>
+ <RootNamespace>example_win32_directx11</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ <PlatformToolset>v140</PlatformToolset>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>vulkan-1.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>vulkan-1.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <BufferSecurityCheck>false</BufferSecurityCheck>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>vulkan-1.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+ <PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>vulkan-1.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
+ <ClInclude Include="..\..\backends\imgui_impl_win32.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="..\..\imgui_tables.cpp" />
+ <ClCompile Include="..\..\imgui_widgets.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" />
+ <ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+ <None Include="..\..\misc\debuggers\imgui.natvis" />
+ <None Include="..\README.txt" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_win32_vulkan/example_win32_vulkan.vcxproj.filters b/lib/imgui-1.92.6/examples/example_win32_vulkan/example_win32_vulkan.vcxproj.filters
new file mode 100644
index 0000000..c91a958
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_vulkan/example_win32_vulkan.vcxproj.filters
@@ -0,0 +1,63 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_win32.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\backends\imgui_impl_vulkan.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_widgets.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_win32.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_tables.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="..\README.txt" />
+ <None Include="..\..\misc\debuggers\imgui.natvis">
+ <Filter>imgui</Filter>
+ </None>
+ <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+ <Filter>imgui</Filter>
+ </None>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/lib/imgui-1.92.6/examples/example_win32_vulkan/main.cpp b/lib/imgui-1.92.6/examples/example_win32_vulkan/main.cpp
new file mode 100644
index 0000000..7f1ccd0
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/example_win32_vulkan/main.cpp
@@ -0,0 +1,569 @@
+// Dear ImGui: standalone example application for Windows API + Vulkan
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
+// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
+// You will use those if you want to use this rendering backend in your engine/app.
+// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
+// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
+// Read comments in imgui_impl_vulkan.h.
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#define VK_USE_PLATFORM_WIN32_KHR
+#include "imgui_impl_vulkan.h"
+#include <windows.h>
+#include <stdio.h> // printf, fprintf
+#include <stdlib.h> // abort
+#include <tchar.h>
+
+// Volk headers
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+#define VOLK_IMPLEMENTATION
+#include <volk.h>
+#endif
+
+//#define APP_USE_UNLIMITED_FRAME_RATE
+#ifdef _DEBUG
+#define APP_USE_VULKAN_DEBUG_REPORT
+#endif
+
+// Data
+static VkAllocationCallbacks* g_Allocator = nullptr;
+static VkInstance g_Instance = VK_NULL_HANDLE;
+static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
+static VkDevice g_Device = VK_NULL_HANDLE;
+static uint32_t g_QueueFamily = (uint32_t)-1;
+static VkQueue g_Queue = VK_NULL_HANDLE;
+static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
+static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
+static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
+
+static ImGui_ImplVulkanH_Window g_MainWindowData;
+static uint32_t g_MinImageCount = 2;
+static bool g_SwapChainRebuild = false;
+
+static void check_vk_result(VkResult err)
+{
+ if (err == VK_SUCCESS)
+ return;
+ fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
+ if (err < 0)
+ abort();
+}
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
+{
+ (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
+ fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
+ return VK_FALSE;
+}
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
+{
+ for (const VkExtensionProperties& p : properties)
+ if (strcmp(p.extensionName, extension) == 0)
+ return true;
+ return false;
+}
+
+static void SetupVulkan(ImVector<const char*> instance_extensions)
+{
+ VkResult err;
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+ volkInitialize();
+#endif
+
+ // Create Vulkan Instance
+ {
+ VkInstanceCreateInfo create_info = {};
+ create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
+
+ // Enumerate available extensions
+ uint32_t properties_count;
+ ImVector<VkExtensionProperties> properties;
+ vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
+ properties.resize(properties_count);
+ err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
+ check_vk_result(err);
+
+ // Enable required extensions
+ if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
+ instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
+#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
+ if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
+ {
+ instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
+ create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
+ }
+#endif
+
+ // Enabling validation layers
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+ const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
+ create_info.enabledLayerCount = 1;
+ create_info.ppEnabledLayerNames = layers;
+ instance_extensions.push_back("VK_EXT_debug_report");
+#endif
+
+ // Create Vulkan Instance
+ create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
+ create_info.ppEnabledExtensionNames = instance_extensions.Data;
+ err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
+ check_vk_result(err);
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+ volkLoadInstance(g_Instance);
+#endif
+
+ // Setup the debug report callback
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+ auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
+ IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
+ VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
+ debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
+ debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
+ debug_report_ci.pfnCallback = debug_report;
+ debug_report_ci.pUserData = nullptr;
+ err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
+ check_vk_result(err);
+#endif
+ }
+
+ // Select Physical Device (GPU)
+ g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
+ IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
+
+ // Select graphics queue family
+ g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
+ IM_ASSERT(g_QueueFamily != (uint32_t)-1);
+
+ // Create Logical Device (with 1 queue)
+ {
+ ImVector<const char*> device_extensions;
+ device_extensions.push_back("VK_KHR_swapchain");
+
+ // Enumerate physical device extension
+ uint32_t properties_count;
+ ImVector<VkExtensionProperties> properties;
+ vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
+ properties.resize(properties_count);
+ vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
+#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
+ if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
+ device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
+#endif
+
+ const float queue_priority[] = { 1.0f };
+ VkDeviceQueueCreateInfo queue_info[1] = {};
+ queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
+ queue_info[0].queueFamilyIndex = g_QueueFamily;
+ queue_info[0].queueCount = 1;
+ queue_info[0].pQueuePriorities = queue_priority;
+ VkDeviceCreateInfo create_info = {};
+ create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
+ create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
+ create_info.pQueueCreateInfos = queue_info;
+ create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
+ create_info.ppEnabledExtensionNames = device_extensions.Data;
+ err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
+ check_vk_result(err);
+ vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
+ }
+
+ // Create Descriptor Pool
+ // If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
+ {
+ VkDescriptorPoolSize pool_sizes[] =
+ {
+ { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
+ };
+ VkDescriptorPoolCreateInfo pool_info = {};
+ pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+ pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
+ pool_info.maxSets = 0;
+ for (VkDescriptorPoolSize& pool_size : pool_sizes)
+ pool_info.maxSets += pool_size.descriptorCount;
+ pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes);
+ pool_info.pPoolSizes = pool_sizes;
+ err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
+ check_vk_result(err);
+ }
+}
+
+// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
+// Your real engine/app may not use them.
+static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
+{
+ // Check for WSI support
+ VkBool32 res;
+ vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, surface, &res);
+ if (res != VK_TRUE)
+ {
+ fprintf(stderr, "Error no WSI support on physical device 0\n");
+ exit(-1);
+ }
+
+ // Select Surface Format
+ const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
+ const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
+ wd->Surface = surface;
+ wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_COUNTOF(requestSurfaceImageFormat), requestSurfaceColorSpace);
+
+ // Select Present Mode
+#ifdef APP_USE_UNLIMITED_FRAME_RATE
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
+#else
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
+#endif
+ wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_COUNTOF(present_modes));
+ //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
+
+ // Create SwapChain, RenderPass, Framebuffer, etc.
+ IM_ASSERT(g_MinImageCount >= 2);
+ ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0);
+}
+
+static void CleanupVulkan()
+{
+ vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+ // Remove the debug report callback
+ auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
+ f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+ vkDestroyDevice(g_Device, g_Allocator);
+ vkDestroyInstance(g_Instance, g_Allocator);
+}
+
+static void CleanupVulkanWindow(ImGui_ImplVulkanH_Window* wd)
+{
+ ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator);
+ vkDestroySurfaceKHR(g_Instance, wd->Surface, g_Allocator);
+}
+
+static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
+{
+ VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
+ VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+ VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+ if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+ g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
+ return;
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
+
+ ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
+ {
+ err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
+ check_vk_result(err);
+
+ err = vkResetFences(g_Device, 1, &fd->Fence);
+ check_vk_result(err);
+ }
+ {
+ err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
+ check_vk_result(err);
+ VkCommandBufferBeginInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+ info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+ err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
+ check_vk_result(err);
+ }
+ {
+ VkRenderPassBeginInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
+ info.renderPass = wd->RenderPass;
+ info.framebuffer = fd->Framebuffer;
+ info.renderArea.extent.width = wd->Width;
+ info.renderArea.extent.height = wd->Height;
+ info.clearValueCount = 1;
+ info.pClearValues = &wd->ClearValue;
+ vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
+ }
+
+ // Record dear imgui primitives into command buffer
+ ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
+
+ // Submit command buffer
+ vkCmdEndRenderPass(fd->CommandBuffer);
+ {
+ VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ VkSubmitInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ info.waitSemaphoreCount = 1;
+ info.pWaitSemaphores = &image_acquired_semaphore;
+ info.pWaitDstStageMask = &wait_stage;
+ info.commandBufferCount = 1;
+ info.pCommandBuffers = &fd->CommandBuffer;
+ info.signalSemaphoreCount = 1;
+ info.pSignalSemaphores = &render_complete_semaphore;
+
+ err = vkEndCommandBuffer(fd->CommandBuffer);
+ check_vk_result(err);
+ err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
+ check_vk_result(err);
+ }
+}
+
+static void FramePresent(ImGui_ImplVulkanH_Window* wd)
+{
+ if (g_SwapChainRebuild)
+ return;
+ VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+ VkPresentInfoKHR info = {};
+ info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
+ info.waitSemaphoreCount = 1;
+ info.pWaitSemaphores = &render_complete_semaphore;
+ info.swapchainCount = 1;
+ info.pSwapchains = &wd->Swapchain;
+ info.pImageIndices = &wd->FrameIndex;
+ VkResult err = vkQueuePresentKHR(g_Queue, &info);
+ if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+ g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
+ return;
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
+ wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Main code
+int main(int, char**)
+{
+ // Make process DPI aware and obtain main monitor scale
+ ImGui_ImplWin32_EnableDpiAwareness();
+ float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
+
+ // Create application window
+ WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
+ ::RegisterClassExW(&wc);
+ HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+Vulkan Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
+
+ ImVector<const char*> extensions;
+ extensions.push_back("VK_KHR_surface");
+ extensions.push_back("VK_KHR_win32_surface");
+ SetupVulkan(extensions);
+
+ // Create Window Surface
+ VkSurfaceKHR surface;
+ VkResult err;
+ VkWin32SurfaceCreateInfoKHR createInfo = {};
+ createInfo.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR;
+ createInfo.hwnd = hwnd;
+ createInfo.hinstance = ::GetModuleHandle(nullptr);
+ if (vkCreateWin32SurfaceKHR(g_Instance, &createInfo, nullptr, &surface) != VK_SUCCESS)
+ {
+ printf("Failed to create Vulkan surface.\n");
+ return 1;
+ }
+
+ // Show the window
+ // FIXME: Retrieve client size from window itself.
+ ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
+ SetupVulkanWindow(wd, surface, (int)(1280 * main_scale), (int)(800 * main_scale));
+ ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+ ::UpdateWindow(hwnd);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplVulkan_InitInfo init_info = {};
+ //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
+ init_info.Instance = g_Instance;
+ init_info.PhysicalDevice = g_PhysicalDevice;
+ init_info.Device = g_Device;
+ init_info.QueueFamily = g_QueueFamily;
+ init_info.Queue = g_Queue;
+ init_info.PipelineCache = g_PipelineCache;
+ init_info.DescriptorPool = g_DescriptorPool;
+ init_info.MinImageCount = g_MinImageCount;
+ init_info.ImageCount = wd->ImageCount;
+ init_info.Allocator = g_Allocator;
+ init_info.PipelineInfoMain.RenderPass = wd->RenderPass;
+ init_info.PipelineInfoMain.Subpass = 0;
+ init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
+ init_info.CheckVkResultFn = check_vk_result;
+ ImGui_ImplVulkan_Init(&init_info);
+
+ // Load Fonts
+ // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
+ // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
+ // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefaultVector();
+ //io.Fonts->AddFontDefaultBitmap();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // See the WndProc() function below for our to dispatch events to the Win32 backend.
+ MSG msg;
+ while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
+ {
+ ::TranslateMessage(&msg);
+ ::DispatchMessage(&msg);
+ if (msg.message == WM_QUIT)
+ done = true;
+ }
+ if (done)
+ break;
+
+ // Start the Dear ImGui frame
+ ImGui_ImplVulkan_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ ImDrawData* draw_data = ImGui::GetDrawData();
+ const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
+ if (!is_minimized)
+ {
+ wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
+ wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
+ wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
+ wd->ClearValue.color.float32[3] = clear_color.w;
+ FrameRender(wd, draw_data);
+ FramePresent(wd);
+ }
+ }
+
+ // Cleanup
+ err = vkDeviceWaitIdle(g_Device);
+ check_vk_result(err);
+ ImGui_ImplVulkan_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupVulkanWindow(&g_MainWindowData);
+ CleanupVulkan();
+
+ ::DestroyWindow(hwnd);
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+
+ return 0;
+}
+
+// Helper functions
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (g_Device != VK_NULL_HANDLE && wParam != SIZE_MINIMIZED)
+ {
+ // Resize swap chain
+ int fb_width = (UINT)LOWORD(lParam);
+ int fb_height = (UINT)HIWORD(lParam);
+ if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
+ {
+ ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
+ ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount, 0);
+ g_MainWindowData.FrameIndex = 0;
+ g_SwapChainRebuild = false;
+ }
+ }
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ ::PostQuitMessage(0);
+ return 0;
+ }
+ return ::DefWindowProcW(hWnd, msg, wParam, lParam);
+}
diff --git a/lib/imgui-1.92.6/examples/imgui_examples.sln b/lib/imgui-1.92.6/examples/imgui_examples.sln
new file mode 100644
index 0000000..96087ae
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/imgui_examples.sln
@@ -0,0 +1,221 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio Version 17
+VisualStudioVersion = 17.2.32616.157
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx9", "example_win32_directx9\example_win32_directx9.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx10", "example_win32_directx10\example_win32_directx10.vcxproj", "{345A953E-A004-4648-B442-DC5F9F11068C}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx11", "example_win32_directx11\example_win32_directx11.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx12", "example_win32_directx12\example_win32_directx12.vcxproj", "{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl2", "example_glfw_opengl2\example_glfw_opengl2.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl3", "example_glfw_opengl3\example_glfw_opengl3.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_vulkan", "example_glfw_vulkan\example_glfw_vulkan.vcxproj", "{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_directx11", "example_sdl2_directx11\example_sdl2_directx11.vcxproj", "{9E1987E3-1F19-45CA-B9C9-D31E791836D8}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_opengl2", "example_sdl2_opengl2\example_sdl2_opengl2.vcxproj", "{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_opengl3", "example_sdl2_opengl3\example_sdl2_opengl3.vcxproj", "{BBAEB705-1669-40F3-8567-04CF6A991F4C}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl3", "example_win32_opengl3\example_win32_opengl3.vcxproj", "{C624E5FF-D4FE-4D35-9164-B8A91864F98E}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer2", "example_sdl2_sdlrenderer2\example_sdl2_sdlrenderer2.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_opengl3", "example_sdl3_opengl3\example_sdl3_opengl3.vcxproj", "{84AAA301-84FE-428B-9E3E-817BC8123C0C}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlrenderer3", "example_sdl3_sdlrenderer3\example_sdl3_sdlrenderer3.vcxproj", "{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_vulkan", "example_sdl3_vulkan\example_sdl3_vulkan.vcxproj", "{663A7E89-1E42-4222-921C-177F5B5910DF}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_vulkan", "example_win32_vulkan\example_win32_vulkan.vcxproj", "{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlgpu3", "example_sdl3_sdlgpu3\example_sdl3_sdlgpu3.vcxproj", "{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_directx11", "example_sdl3_directx11\example_sdl3_directx11.vcxproj", "{009DAC16-1A9C-47BE-9770-A30A046E8090}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_null", "example_null\example_null.vcxproj", "{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Debug|x64 = Debug|x64
+ Release|Win32 = Release|Win32
+ Release|x64 = Release|x64
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.ActiveCfg = Debug|x64
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.Build.0 = Debug|x64
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.ActiveCfg = Release|x64
+ {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.Build.0 = Release|x64
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.ActiveCfg = Debug|Win32
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.Build.0 = Debug|Win32
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.ActiveCfg = Debug|x64
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.Build.0 = Debug|x64
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Release|Win32.ActiveCfg = Release|Win32
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Release|Win32.Build.0 = Release|Win32
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.ActiveCfg = Release|x64
+ {345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.Build.0 = Release|x64
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.ActiveCfg = Debug|x64
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.Build.0 = Debug|x64
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.ActiveCfg = Release|x64
+ {9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.Build.0 = Release|x64
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|Win32.ActiveCfg = Debug|Win32
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|Win32.Build.0 = Debug|Win32
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|x64.ActiveCfg = Debug|x64
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|x64.Build.0 = Debug|x64
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|Win32.ActiveCfg = Release|Win32
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|Win32.Build.0 = Release|Win32
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|x64.ActiveCfg = Release|x64
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|x64.Build.0 = Release|x64
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.ActiveCfg = Debug|x64
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.Build.0 = Debug|x64
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.ActiveCfg = Release|x64
+ {9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.Build.0 = Release|x64
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.ActiveCfg = Debug|x64
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.Build.0 = Debug|x64
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
+ {4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
+ {57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Debug|Win32.ActiveCfg = Debug|Win32
+ {57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Debug|Win32.Build.0 = Debug|Win32
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+ {9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Debug|x64.ActiveCfg = Debug|x64
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+ {9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Release|Win32.ActiveCfg = Release|Win32
+ {9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Release|Win32.Build.0 = Release|Win32
+ {9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Release|x64.ActiveCfg = Release|x64
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+ {2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Debug|Win32.ActiveCfg = Debug|Win32
+ {2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Debug|Win32.Build.0 = Debug|Win32
+ {2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Debug|x64.ActiveCfg = Debug|x64
+ {2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Debug|x64.Build.0 = Debug|x64
+ {2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Release|Win32.ActiveCfg = Release|Win32
+ {2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Release|Win32.Build.0 = Release|Win32
+ {2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Release|x64.ActiveCfg = Release|x64
+ {2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Release|x64.Build.0 = Release|x64
+ {BBAEB705-1669-40F3-8567-04CF6A991F4C}.Debug|Win32.ActiveCfg = Debug|Win32
+ {BBAEB705-1669-40F3-8567-04CF6A991F4C}.Debug|Win32.Build.0 = Debug|Win32
+ {BBAEB705-1669-40F3-8567-04CF6A991F4C}.Debug|x64.ActiveCfg = Debug|x64
+ {BBAEB705-1669-40F3-8567-04CF6A991F4C}.Debug|x64.Build.0 = Debug|x64
+ {BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|Win32.ActiveCfg = Release|Win32
+ {BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|Win32.Build.0 = Release|Win32
+ {BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|x64.ActiveCfg = Release|x64
+ {BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|x64.Build.0 = Release|x64
+ {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|Win32.ActiveCfg = Debug|Win32
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+ {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|x64.ActiveCfg = Debug|x64
+ {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|x64.Build.0 = Debug|x64
+ {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|Win32.ActiveCfg = Release|Win32
+ {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|Win32.Build.0 = Release|Win32
+ {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.ActiveCfg = Release|x64
+ {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.Build.0 = Release|x64
+ {C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|Win32.ActiveCfg = Debug|Win32
+ {C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|Win32.Build.0 = Debug|Win32
+ {C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|x64.ActiveCfg = Debug|x64
+ {C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|x64.Build.0 = Debug|x64
+ {C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|Win32.ActiveCfg = Release|Win32
+ {C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|Win32.Build.0 = Release|Win32
+ {C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|x64.ActiveCfg = Release|x64
+ {C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|x64.Build.0 = Release|x64
+ {0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|Win32.ActiveCfg = Debug|Win32
+ {0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|Win32.Build.0 = Debug|Win32
+ {0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|x64.ActiveCfg = Debug|x64
+ {0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|x64.Build.0 = Debug|x64
+ {0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.ActiveCfg = Release|Win32
+ {0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.Build.0 = Release|Win32
+ {0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.ActiveCfg = Release|x64
+ {0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.Build.0 = Release|x64
+ {84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.ActiveCfg = Debug|Win32
+ {84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.Build.0 = Debug|Win32
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+ HideSolutionNode = FALSE
+ EndGlobalSection
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+ SolutionGuid = {B1ACFD20-A0A9-4A4C-ADBA-E7608F0E2BEE}
+ EndGlobalSection
+EndGlobal
diff --git a/lib/imgui-1.92.6/examples/libs/emscripten/emscripten_mainloop_stub.h b/lib/imgui-1.92.6/examples/libs/emscripten/emscripten_mainloop_stub.h
new file mode 100644
index 0000000..8c4c48e
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/libs/emscripten/emscripten_mainloop_stub.h
@@ -0,0 +1,38 @@
+// What does this file solves?
+// - Since Dear ImGui 1.00 we took pride that most of our examples applications had their entire
+// main-loop inside the main() function. That's because:
+// - It makes the examples easier to read, keeping the code sequential.
+// - It permit the use of local variables, making it easier to try things and perform quick
+// changes when someone needs to quickly test something (vs having to structure the example
+// in order to pass data around). This is very important because people use those examples
+// to craft easy-to-past repro when they want to discuss features or report issues.
+// - It conveys at a glance that this is a no-BS framework, it won't take your main loop away from you.
+// - It is generally nice and elegant.
+// - However, comes Emscripten... it is a wonderful and magical tech but it requires a "main loop" function.
+// - Only some of our examples would run on Emscripten. Typically the ones rendering with GL or WGPU ones.
+// - I tried to refactor those examples but felt it was problematic that other examples didn't follow the
+// same layout. Why would the SDL+GL example be structured one way and the SGL+DX11 be structured differently?
+// Especially as we are trying hard to convey that using a Dear ImGui backend in an *existing application*
+// should requires only a few dozens lines of code, and this should be consistent and symmetrical for all backends.
+// - So the next logical step was to refactor all examples to follow that layout of using a "main loop" function.
+// This worked, but it made us lose all the nice things we had...
+
+// Since only about 4 examples really need to run with Emscripten, here's our solution:
+// - Use some weird macros and capturing lambda to turn a loop in main() into a function.
+// - Hide all that crap in this file so it doesn't make our examples unusually ugly.
+// As a stance and principle of Dear ImGui development we don't use C++ headers and we don't
+// want to suggest to the newcomer that we would ever use C++ headers as this would affect
+// the initial judgment of many of our target audience.
+// - Technique is based on this idea: https://github.com/ocornut/imgui/pull/2492/
+// - The do { } while (0) is to allow our code calling continue in the main loop.
+#ifdef __EMSCRIPTEN__
+#include <emscripten.h>
+#include <functional>
+static std::function<void()> MainLoopForEmscriptenP;
+static void MainLoopForEmscripten() { MainLoopForEmscriptenP(); }
+#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]() { do
+#define EMSCRIPTEN_MAINLOOP_END while (0); }; emscripten_set_main_loop(MainLoopForEmscripten, 0, true)
+#else
+#define EMSCRIPTEN_MAINLOOP_BEGIN
+#define EMSCRIPTEN_MAINLOOP_END
+#endif
diff --git a/lib/imgui-1.92.6/examples/libs/emscripten/shell_minimal.html b/lib/imgui-1.92.6/examples/libs/emscripten/shell_minimal.html
new file mode 100644
index 0000000..bcf6262
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/libs/emscripten/shell_minimal.html
@@ -0,0 +1,65 @@
+<!doctype html>
+<html lang="en-us">
+ <head>
+ <meta charset="utf-8">
+ <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
+ <title>Dear ImGui Emscripten example</title>
+ <style>
+ body { margin: 0; background-color: black }
+ /* FIXME: with our GLFW example this block seems to break resizing and io.DisplaySize gets stuck */
+ .emscripten {
+ position: absolute;
+ top: 0px;
+ left: 0px;
+ margin: 0px;
+ border: 0;
+ width: 100%;
+ height: 100%;
+ overflow: hidden;
+ display: block;
+ image-rendering: optimizeSpeed;
+ image-rendering: -moz-crisp-edges;
+ image-rendering: -o-crisp-edges;
+ image-rendering: -webkit-optimize-contrast;
+ image-rendering: optimize-contrast;
+ image-rendering: crisp-edges;
+ image-rendering: pixelated;
+ -ms-interpolation-mode: nearest-neighbor;
+ }
+ </style>
+ </head>
+ <body>
+ <canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
+ <script type='text/javascript'>
+ var Module = {
+ preRun: [],
+ postRun: [],
+ print: (function() {
+ return function(text) {
+ text = Array.prototype.slice.call(arguments).join(' ');
+ console.log(text);
+ };
+ })(),
+ printErr: function(text) {
+ text = Array.prototype.slice.call(arguments).join(' ');
+ console.error(text);
+ },
+ canvas: (function() {
+ var canvas = document.getElementById('canvas');
+ //canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false);
+ return canvas;
+ })(),
+ setStatus: function(text) {
+ console.log("status: " + text);
+ },
+ monitorRunDependencies: function(left) {
+ // no run dependencies to log
+ }
+ };
+ window.onerror = function() {
+ console.log("onerror: " + event);
+ };
+ </script>
+ {{{ SCRIPT }}}
+ </body>
+</html>
diff --git a/lib/imgui-1.92.6/examples/libs/glfw/COPYING.txt b/lib/imgui-1.92.6/examples/libs/glfw/COPYING.txt
new file mode 100644
index 0000000..b30c701
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/libs/glfw/COPYING.txt
@@ -0,0 +1,22 @@
+Copyright (c) 2002-2006 Marcus Geelnard
+Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
+
+This software is provided 'as-is', without any express or implied
+warranty. In no event will the authors be held liable for any damages
+arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it
+freely, subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would
+ be appreciated but is not required.
+
+2. Altered source versions must be plainly marked as such, and must not
+ be misrepresented as being the original software.
+
+3. This notice may not be removed or altered from any source
+ distribution.
+
diff --git a/lib/imgui-1.92.6/examples/libs/glfw/include/GLFW/glfw3.h b/lib/imgui-1.92.6/examples/libs/glfw/include/GLFW/glfw3.h
new file mode 100644
index 0000000..f8ca3d6
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/libs/glfw/include/GLFW/glfw3.h
@@ -0,0 +1,4227 @@
+/*************************************************************************
+ * GLFW 3.2 - www.glfw.org
+ * A library for OpenGL, window and input
+ *------------------------------------------------------------------------
+ * Copyright (c) 2002-2006 Marcus Geelnard
+ * Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty. In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ * claim that you wrote the original software. If you use this software
+ * in a product, an acknowledgment in the product documentation would
+ * be appreciated but is not required.
+ *
+ * 2. Altered source versions must be plainly marked as such, and must not
+ * be misrepresented as being the original software.
+ *
+ * 3. This notice may not be removed or altered from any source
+ * distribution.
+ *
+ *************************************************************************/
+
+#ifndef _glfw3_h_
+#define _glfw3_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/*************************************************************************
+ * Doxygen documentation
+ *************************************************************************/
+
+/*! @file glfw3.h
+ * @brief The header of the GLFW 3 API.
+ *
+ * This is the header file of the GLFW 3 API. It defines all its types and
+ * declares all its functions.
+ *
+ * For more information about how to use this file, see @ref build_include.
+ */
+/*! @defgroup context Context reference
+ *
+ * This is the reference documentation for OpenGL and OpenGL ES context related
+ * functions. For more task-oriented information, see the @ref context_guide.
+ */
+/*! @defgroup vulkan Vulkan reference
+ *
+ * This is the reference documentation for Vulkan related functions and types.
+ * For more task-oriented information, see the @ref vulkan_guide.
+ */
+/*! @defgroup init Initialization, version and error reference
+ *
+ * This is the reference documentation for initialization and termination of
+ * the library, version management and error handling. For more task-oriented
+ * information, see the @ref intro_guide.
+ */
+/*! @defgroup input Input reference
+ *
+ * This is the reference documentation for input related functions and types.
+ * For more task-oriented information, see the @ref input_guide.
+ */
+/*! @defgroup monitor Monitor reference
+ *
+ * This is the reference documentation for monitor related functions and types.
+ * For more task-oriented information, see the @ref monitor_guide.
+ */
+/*! @defgroup window Window reference
+ *
+ * This is the reference documentation for window related functions and types,
+ * including creation, deletion and event polling. For more task-oriented
+ * information, see the @ref window_guide.
+ */
+
+
+/*************************************************************************
+ * Compiler- and platform-specific preprocessor work
+ *************************************************************************/
+
+/* If we are we on Windows, we want a single define for it.
+ */
+#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__))
+ #define _WIN32
+#endif /* _WIN32 */
+
+/* It is customary to use APIENTRY for OpenGL function pointer declarations on
+ * all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
+ */
+#ifndef APIENTRY
+ #ifdef _WIN32
+ #define APIENTRY __stdcall
+ #else
+ #define APIENTRY
+ #endif
+#endif /* APIENTRY */
+
+/* Some Windows OpenGL headers need this.
+ */
+#if !defined(WINGDIAPI) && defined(_WIN32)
+ #define WINGDIAPI __declspec(dllimport)
+ #define GLFW_WINGDIAPI_DEFINED
+#endif /* WINGDIAPI */
+
+/* Some Windows GLU headers need this.
+ */
+#if !defined(CALLBACK) && defined(_WIN32)
+ #define CALLBACK __stdcall
+ #define GLFW_CALLBACK_DEFINED
+#endif /* CALLBACK */
+
+/* Most Windows GLU headers need wchar_t.
+ * The OS X OpenGL header blocks the definition of ptrdiff_t by glext.h.
+ * Include it unconditionally to avoid surprising side-effects.
+ */
+#include <stddef.h>
+#include <stdint.h>
+
+/* Include the chosen client API headers.
+ */
+#if defined(__APPLE__)
+ #if defined(GLFW_INCLUDE_GLCOREARB)
+ #include <OpenGL/gl3.h>
+ #if defined(GLFW_INCLUDE_GLEXT)
+ #include <OpenGL/gl3ext.h>
+ #endif
+ #elif !defined(GLFW_INCLUDE_NONE)
+ #if !defined(GLFW_INCLUDE_GLEXT)
+ #define GL_GLEXT_LEGACY
+ #endif
+ #include <OpenGL/gl.h>
+ #endif
+ #if defined(GLFW_INCLUDE_GLU)
+ #include <OpenGL/glu.h>
+ #endif
+#else
+ #if defined(GLFW_INCLUDE_GLCOREARB)
+ #include <GL/glcorearb.h>
+ #elif defined(GLFW_INCLUDE_ES1)
+ #include <GLES/gl.h>
+ #if defined(GLFW_INCLUDE_GLEXT)
+ #include <GLES/glext.h>
+ #endif
+ #elif defined(GLFW_INCLUDE_ES2)
+ #include <GLES2/gl2.h>
+ #if defined(GLFW_INCLUDE_GLEXT)
+ #include <GLES2/gl2ext.h>
+ #endif
+ #elif defined(GLFW_INCLUDE_ES3)
+ #include <GLES3/gl3.h>
+ #if defined(GLFW_INCLUDE_GLEXT)
+ #include <GLES2/gl2ext.h>
+ #endif
+ #elif defined(GLFW_INCLUDE_ES31)
+ #include <GLES3/gl31.h>
+ #if defined(GLFW_INCLUDE_GLEXT)
+ #include <GLES2/gl2ext.h>
+ #endif
+ #elif defined(GLFW_INCLUDE_VULKAN)
+ #include <vulkan/vulkan.h>
+ #elif !defined(GLFW_INCLUDE_NONE)
+ #include <GL/gl.h>
+ #if defined(GLFW_INCLUDE_GLEXT)
+ #include <GL/glext.h>
+ #endif
+ #endif
+ #if defined(GLFW_INCLUDE_GLU)
+ #include <GL/glu.h>
+ #endif
+#endif
+
+#if defined(GLFW_DLL) && defined(_GLFW_BUILD_DLL)
+ /* GLFW_DLL must be defined by applications that are linking against the DLL
+ * version of the GLFW library. _GLFW_BUILD_DLL is defined by the GLFW
+ * configuration header when compiling the DLL version of the library.
+ */
+ #error "You must not have both GLFW_DLL and _GLFW_BUILD_DLL defined"
+#endif
+
+/* GLFWAPI is used to declare public API functions for export
+ * from the DLL / shared library / dynamic library.
+ */
+#if defined(_WIN32) && defined(_GLFW_BUILD_DLL)
+ /* We are building GLFW as a Win32 DLL */
+ #define GLFWAPI __declspec(dllexport)
+#elif defined(_WIN32) && defined(GLFW_DLL)
+ /* We are calling GLFW as a Win32 DLL */
+ #define GLFWAPI __declspec(dllimport)
+#elif defined(__GNUC__) && defined(_GLFW_BUILD_DLL)
+ /* We are building GLFW as a shared / dynamic library */
+ #define GLFWAPI __attribute__((visibility("default")))
+#else
+ /* We are building or calling GLFW as a static library */
+ #define GLFWAPI
+#endif
+
+
+/*************************************************************************
+ * GLFW API tokens
+ *************************************************************************/
+
+/*! @name GLFW version macros
+ * @{ */
+/*! @brief The major version number of the GLFW library.
+ *
+ * This is incremented when the API is changed in non-compatible ways.
+ * @ingroup init
+ */
+#define GLFW_VERSION_MAJOR 3
+/*! @brief The minor version number of the GLFW library.
+ *
+ * This is incremented when features are added to the API but it remains
+ * backward-compatible.
+ * @ingroup init
+ */
+#define GLFW_VERSION_MINOR 2
+/*! @brief The revision number of the GLFW library.
+ *
+ * This is incremented when a bug fix release is made that does not contain any
+ * API changes.
+ * @ingroup init
+ */
+#define GLFW_VERSION_REVISION 0
+/*! @} */
+
+/*! @name Boolean values
+ * @{ */
+/*! @brief One.
+ *
+ * One. Seriously. You don't _need_ to use this symbol in your code. It's
+ * just semantic sugar for the number 1. You can use `1` or `true` or `_True`
+ * or `GL_TRUE` or whatever you want.
+ */
+#define GLFW_TRUE 1
+/*! @brief Zero.
+ *
+ * Zero. Seriously. You don't _need_ to use this symbol in your code. It's
+ * just just semantic sugar for the number 0. You can use `0` or `false` or
+ * `_False` or `GL_FALSE` or whatever you want.
+ */
+#define GLFW_FALSE 0
+/*! @} */
+
+/*! @name Key and button actions
+ * @{ */
+/*! @brief The key or mouse button was released.
+ *
+ * The key or mouse button was released.
+ *
+ * @ingroup input
+ */
+#define GLFW_RELEASE 0
+/*! @brief The key or mouse button was pressed.
+ *
+ * The key or mouse button was pressed.
+ *
+ * @ingroup input
+ */
+#define GLFW_PRESS 1
+/*! @brief The key was held down until it repeated.
+ *
+ * The key was held down until it repeated.
+ *
+ * @ingroup input
+ */
+#define GLFW_REPEAT 2
+/*! @} */
+
+/*! @defgroup keys Keyboard keys
+ *
+ * See [key input](@ref input_key) for how these are used.
+ *
+ * These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60),
+ * but re-arranged to map to 7-bit ASCII for printable keys (function keys are
+ * put in the 256+ range).
+ *
+ * The naming of the key codes follow these rules:
+ * - The US keyboard layout is used
+ * - Names of printable alpha-numeric characters are used (e.g. "A", "R",
+ * "3", etc.)
+ * - For non-alphanumeric characters, Unicode:ish names are used (e.g.
+ * "COMMA", "LEFT_SQUARE_BRACKET", etc.). Note that some names do not
+ * correspond to the Unicode standard (usually for brevity)
+ * - Keys that lack a clear US mapping are named "WORLD_x"
+ * - For non-printable keys, custom names are used (e.g. "F4",
+ * "BACKSPACE", etc.)
+ *
+ * @ingroup input
+ * @{
+ */
+
+/* The unknown key */
+#define GLFW_KEY_UNKNOWN -1
+
+/* Printable keys */
+#define GLFW_KEY_SPACE 32
+#define GLFW_KEY_APOSTROPHE 39 /* ' */
+#define GLFW_KEY_COMMA 44 /* , */
+#define GLFW_KEY_MINUS 45 /* - */
+#define GLFW_KEY_PERIOD 46 /* . */
+#define GLFW_KEY_SLASH 47 /* / */
+#define GLFW_KEY_0 48
+#define GLFW_KEY_1 49
+#define GLFW_KEY_2 50
+#define GLFW_KEY_3 51
+#define GLFW_KEY_4 52
+#define GLFW_KEY_5 53
+#define GLFW_KEY_6 54
+#define GLFW_KEY_7 55
+#define GLFW_KEY_8 56
+#define GLFW_KEY_9 57
+#define GLFW_KEY_SEMICOLON 59 /* ; */
+#define GLFW_KEY_EQUAL 61 /* = */
+#define GLFW_KEY_A 65
+#define GLFW_KEY_B 66
+#define GLFW_KEY_C 67
+#define GLFW_KEY_D 68
+#define GLFW_KEY_E 69
+#define GLFW_KEY_F 70
+#define GLFW_KEY_G 71
+#define GLFW_KEY_H 72
+#define GLFW_KEY_I 73
+#define GLFW_KEY_J 74
+#define GLFW_KEY_K 75
+#define GLFW_KEY_L 76
+#define GLFW_KEY_M 77
+#define GLFW_KEY_N 78
+#define GLFW_KEY_O 79
+#define GLFW_KEY_P 80
+#define GLFW_KEY_Q 81
+#define GLFW_KEY_R 82
+#define GLFW_KEY_S 83
+#define GLFW_KEY_T 84
+#define GLFW_KEY_U 85
+#define GLFW_KEY_V 86
+#define GLFW_KEY_W 87
+#define GLFW_KEY_X 88
+#define GLFW_KEY_Y 89
+#define GLFW_KEY_Z 90
+#define GLFW_KEY_LEFT_BRACKET 91 /* [ */
+#define GLFW_KEY_BACKSLASH 92 /* \ */
+#define GLFW_KEY_RIGHT_BRACKET 93 /* ] */
+#define GLFW_KEY_GRAVE_ACCENT 96 /* ` */
+#define GLFW_KEY_WORLD_1 161 /* non-US #1 */
+#define GLFW_KEY_WORLD_2 162 /* non-US #2 */
+
+/* Function keys */
+#define GLFW_KEY_ESCAPE 256
+#define GLFW_KEY_ENTER 257
+#define GLFW_KEY_TAB 258
+#define GLFW_KEY_BACKSPACE 259
+#define GLFW_KEY_INSERT 260
+#define GLFW_KEY_DELETE 261
+#define GLFW_KEY_RIGHT 262
+#define GLFW_KEY_LEFT 263
+#define GLFW_KEY_DOWN 264
+#define GLFW_KEY_UP 265
+#define GLFW_KEY_PAGE_UP 266
+#define GLFW_KEY_PAGE_DOWN 267
+#define GLFW_KEY_HOME 268
+#define GLFW_KEY_END 269
+#define GLFW_KEY_CAPS_LOCK 280
+#define GLFW_KEY_SCROLL_LOCK 281
+#define GLFW_KEY_NUM_LOCK 282
+#define GLFW_KEY_PRINT_SCREEN 283
+#define GLFW_KEY_PAUSE 284
+#define GLFW_KEY_F1 290
+#define GLFW_KEY_F2 291
+#define GLFW_KEY_F3 292
+#define GLFW_KEY_F4 293
+#define GLFW_KEY_F5 294
+#define GLFW_KEY_F6 295
+#define GLFW_KEY_F7 296
+#define GLFW_KEY_F8 297
+#define GLFW_KEY_F9 298
+#define GLFW_KEY_F10 299
+#define GLFW_KEY_F11 300
+#define GLFW_KEY_F12 301
+#define GLFW_KEY_F13 302
+#define GLFW_KEY_F14 303
+#define GLFW_KEY_F15 304
+#define GLFW_KEY_F16 305
+#define GLFW_KEY_F17 306
+#define GLFW_KEY_F18 307
+#define GLFW_KEY_F19 308
+#define GLFW_KEY_F20 309
+#define GLFW_KEY_F21 310
+#define GLFW_KEY_F22 311
+#define GLFW_KEY_F23 312
+#define GLFW_KEY_F24 313
+#define GLFW_KEY_F25 314
+#define GLFW_KEY_KP_0 320
+#define GLFW_KEY_KP_1 321
+#define GLFW_KEY_KP_2 322
+#define GLFW_KEY_KP_3 323
+#define GLFW_KEY_KP_4 324
+#define GLFW_KEY_KP_5 325
+#define GLFW_KEY_KP_6 326
+#define GLFW_KEY_KP_7 327
+#define GLFW_KEY_KP_8 328
+#define GLFW_KEY_KP_9 329
+#define GLFW_KEY_KP_DECIMAL 330
+#define GLFW_KEY_KP_DIVIDE 331
+#define GLFW_KEY_KP_MULTIPLY 332
+#define GLFW_KEY_KP_SUBTRACT 333
+#define GLFW_KEY_KP_ADD 334
+#define GLFW_KEY_KP_ENTER 335
+#define GLFW_KEY_KP_EQUAL 336
+#define GLFW_KEY_LEFT_SHIFT 340
+#define GLFW_KEY_LEFT_CONTROL 341
+#define GLFW_KEY_LEFT_ALT 342
+#define GLFW_KEY_LEFT_SUPER 343
+#define GLFW_KEY_RIGHT_SHIFT 344
+#define GLFW_KEY_RIGHT_CONTROL 345
+#define GLFW_KEY_RIGHT_ALT 346
+#define GLFW_KEY_RIGHT_SUPER 347
+#define GLFW_KEY_MENU 348
+
+#define GLFW_KEY_LAST GLFW_KEY_MENU
+
+/*! @} */
+
+/*! @defgroup mods Modifier key flags
+ *
+ * See [key input](@ref input_key) for how these are used.
+ *
+ * @ingroup input
+ * @{ */
+
+/*! @brief If this bit is set one or more Shift keys were held down.
+ */
+#define GLFW_MOD_SHIFT 0x0001
+/*! @brief If this bit is set one or more Control keys were held down.
+ */
+#define GLFW_MOD_CONTROL 0x0002
+/*! @brief If this bit is set one or more Alt keys were held down.
+ */
+#define GLFW_MOD_ALT 0x0004
+/*! @brief If this bit is set one or more Super keys were held down.
+ */
+#define GLFW_MOD_SUPER 0x0008
+
+/*! @} */
+
+/*! @defgroup buttons Mouse buttons
+ *
+ * See [mouse button input](@ref input_mouse_button) for how these are used.
+ *
+ * @ingroup input
+ * @{ */
+#define GLFW_MOUSE_BUTTON_1 0
+#define GLFW_MOUSE_BUTTON_2 1
+#define GLFW_MOUSE_BUTTON_3 2
+#define GLFW_MOUSE_BUTTON_4 3
+#define GLFW_MOUSE_BUTTON_5 4
+#define GLFW_MOUSE_BUTTON_6 5
+#define GLFW_MOUSE_BUTTON_7 6
+#define GLFW_MOUSE_BUTTON_8 7
+#define GLFW_MOUSE_BUTTON_LAST GLFW_MOUSE_BUTTON_8
+#define GLFW_MOUSE_BUTTON_LEFT GLFW_MOUSE_BUTTON_1
+#define GLFW_MOUSE_BUTTON_RIGHT GLFW_MOUSE_BUTTON_2
+#define GLFW_MOUSE_BUTTON_MIDDLE GLFW_MOUSE_BUTTON_3
+/*! @} */
+
+/*! @defgroup joysticks Joysticks
+ *
+ * See [joystick input](@ref joystick) for how these are used.
+ *
+ * @ingroup input
+ * @{ */
+#define GLFW_JOYSTICK_1 0
+#define GLFW_JOYSTICK_2 1
+#define GLFW_JOYSTICK_3 2
+#define GLFW_JOYSTICK_4 3
+#define GLFW_JOYSTICK_5 4
+#define GLFW_JOYSTICK_6 5
+#define GLFW_JOYSTICK_7 6
+#define GLFW_JOYSTICK_8 7
+#define GLFW_JOYSTICK_9 8
+#define GLFW_JOYSTICK_10 9
+#define GLFW_JOYSTICK_11 10
+#define GLFW_JOYSTICK_12 11
+#define GLFW_JOYSTICK_13 12
+#define GLFW_JOYSTICK_14 13
+#define GLFW_JOYSTICK_15 14
+#define GLFW_JOYSTICK_16 15
+#define GLFW_JOYSTICK_LAST GLFW_JOYSTICK_16
+/*! @} */
+
+/*! @defgroup errors Error codes
+ *
+ * See [error handling](@ref error_handling) for how these are used.
+ *
+ * @ingroup init
+ * @{ */
+/*! @brief GLFW has not been initialized.
+ *
+ * This occurs if a GLFW function was called that must not be called unless the
+ * library is [initialized](@ref intro_init).
+ *
+ * @analysis Application programmer error. Initialize GLFW before calling any
+ * function that requires initialization.
+ */
+#define GLFW_NOT_INITIALIZED 0x00010001
+/*! @brief No context is current for this thread.
+ *
+ * This occurs if a GLFW function was called that needs and operates on the
+ * current OpenGL or OpenGL ES context but no context is current on the calling
+ * thread. One such function is @ref glfwSwapInterval.
+ *
+ * @analysis Application programmer error. Ensure a context is current before
+ * calling functions that require a current context.
+ */
+#define GLFW_NO_CURRENT_CONTEXT 0x00010002
+/*! @brief One of the arguments to the function was an invalid enum value.
+ *
+ * One of the arguments to the function was an invalid enum value, for example
+ * requesting [GLFW_RED_BITS](@ref window_hints_fb) with @ref
+ * glfwGetWindowAttrib.
+ *
+ * @analysis Application programmer error. Fix the offending call.
+ */
+#define GLFW_INVALID_ENUM 0x00010003
+/*! @brief One of the arguments to the function was an invalid value.
+ *
+ * One of the arguments to the function was an invalid value, for example
+ * requesting a non-existent OpenGL or OpenGL ES version like 2.7.
+ *
+ * Requesting a valid but unavailable OpenGL or OpenGL ES version will instead
+ * result in a @ref GLFW_VERSION_UNAVAILABLE error.
+ *
+ * @analysis Application programmer error. Fix the offending call.
+ */
+#define GLFW_INVALID_VALUE 0x00010004
+/*! @brief A memory allocation failed.
+ *
+ * A memory allocation failed.
+ *
+ * @analysis A bug in GLFW or the underlying operating system. Report the bug
+ * to our [issue tracker](https://github.com/glfw/glfw/issues).
+ */
+#define GLFW_OUT_OF_MEMORY 0x00010005
+/*! @brief GLFW could not find support for the requested API on the system.
+ *
+ * GLFW could not find support for the requested API on the system.
+ *
+ * @analysis The installed graphics driver does not support the requested
+ * API, or does not support it via the chosen context creation backend.
+ * Below are a few examples.
+ *
+ * @par
+ * Some pre-installed Windows graphics drivers do not support OpenGL. AMD only
+ * supports OpenGL ES via EGL, while Nvidia and Intel only support it via
+ * a WGL or GLX extension. OS X does not provide OpenGL ES at all. The Mesa
+ * EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary
+ * driver. Older graphics drivers do not support Vulkan.
+ */
+#define GLFW_API_UNAVAILABLE 0x00010006
+/*! @brief The requested OpenGL or OpenGL ES version is not available.
+ *
+ * The requested OpenGL or OpenGL ES version (including any requested context
+ * or framebuffer hints) is not available on this machine.
+ *
+ * @analysis The machine does not support your requirements. If your
+ * application is sufficiently flexible, downgrade your requirements and try
+ * again. Otherwise, inform the user that their machine does not match your
+ * requirements.
+ *
+ * @par
+ * Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0
+ * comes out before the 4.x series gets that far, also fail with this error and
+ * not @ref GLFW_INVALID_VALUE, because GLFW cannot know what future versions
+ * will exist.
+ */
+#define GLFW_VERSION_UNAVAILABLE 0x00010007
+/*! @brief A platform-specific error occurred that does not match any of the
+ * more specific categories.
+ *
+ * A platform-specific error occurred that does not match any of the more
+ * specific categories.
+ *
+ * @analysis A bug or configuration error in GLFW, the underlying operating
+ * system or its drivers, or a lack of required resources. Report the issue to
+ * our [issue tracker](https://github.com/glfw/glfw/issues).
+ */
+#define GLFW_PLATFORM_ERROR 0x00010008
+/*! @brief The requested format is not supported or available.
+ *
+ * If emitted during window creation, the requested pixel format is not
+ * supported.
+ *
+ * If emitted when querying the clipboard, the contents of the clipboard could
+ * not be converted to the requested format.
+ *
+ * @analysis If emitted during window creation, one or more
+ * [hard constraints](@ref window_hints_hard) did not match any of the
+ * available pixel formats. If your application is sufficiently flexible,
+ * downgrade your requirements and try again. Otherwise, inform the user that
+ * their machine does not match your requirements.
+ *
+ * @par
+ * If emitted when querying the clipboard, ignore the error or report it to
+ * the user, as appropriate.
+ */
+#define GLFW_FORMAT_UNAVAILABLE 0x00010009
+/*! @brief The specified window does not have an OpenGL or OpenGL ES context.
+ *
+ * A window that does not have an OpenGL or OpenGL ES context was passed to
+ * a function that requires it to have one.
+ *
+ * @analysis Application programmer error. Fix the offending call.
+ */
+#define GLFW_NO_WINDOW_CONTEXT 0x0001000A
+/*! @} */
+
+#define GLFW_FOCUSED 0x00020001
+#define GLFW_ICONIFIED 0x00020002
+#define GLFW_RESIZABLE 0x00020003
+#define GLFW_VISIBLE 0x00020004
+#define GLFW_DECORATED 0x00020005
+#define GLFW_AUTO_ICONIFY 0x00020006
+#define GLFW_FLOATING 0x00020007
+#define GLFW_MAXIMIZED 0x00020008
+
+#define GLFW_RED_BITS 0x00021001
+#define GLFW_GREEN_BITS 0x00021002
+#define GLFW_BLUE_BITS 0x00021003
+#define GLFW_ALPHA_BITS 0x00021004
+#define GLFW_DEPTH_BITS 0x00021005
+#define GLFW_STENCIL_BITS 0x00021006
+#define GLFW_ACCUM_RED_BITS 0x00021007
+#define GLFW_ACCUM_GREEN_BITS 0x00021008
+#define GLFW_ACCUM_BLUE_BITS 0x00021009
+#define GLFW_ACCUM_ALPHA_BITS 0x0002100A
+#define GLFW_AUX_BUFFERS 0x0002100B
+#define GLFW_STEREO 0x0002100C
+#define GLFW_SAMPLES 0x0002100D
+#define GLFW_SRGB_CAPABLE 0x0002100E
+#define GLFW_REFRESH_RATE 0x0002100F
+#define GLFW_DOUBLEBUFFER 0x00021010
+
+#define GLFW_CLIENT_API 0x00022001
+#define GLFW_CONTEXT_VERSION_MAJOR 0x00022002
+#define GLFW_CONTEXT_VERSION_MINOR 0x00022003
+#define GLFW_CONTEXT_REVISION 0x00022004
+#define GLFW_CONTEXT_ROBUSTNESS 0x00022005
+#define GLFW_OPENGL_FORWARD_COMPAT 0x00022006
+#define GLFW_OPENGL_DEBUG_CONTEXT 0x00022007
+#define GLFW_OPENGL_PROFILE 0x00022008
+#define GLFW_CONTEXT_RELEASE_BEHAVIOR 0x00022009
+#define GLFW_CONTEXT_NO_ERROR 0x0002200A
+
+#define GLFW_NO_API 0
+#define GLFW_OPENGL_API 0x00030001
+#define GLFW_OPENGL_ES_API 0x00030002
+
+#define GLFW_NO_ROBUSTNESS 0
+#define GLFW_NO_RESET_NOTIFICATION 0x00031001
+#define GLFW_LOSE_CONTEXT_ON_RESET 0x00031002
+
+#define GLFW_OPENGL_ANY_PROFILE 0
+#define GLFW_OPENGL_CORE_PROFILE 0x00032001
+#define GLFW_OPENGL_COMPAT_PROFILE 0x00032002
+
+#define GLFW_CURSOR 0x00033001
+#define GLFW_STICKY_KEYS 0x00033002
+#define GLFW_STICKY_MOUSE_BUTTONS 0x00033003
+
+#define GLFW_CURSOR_NORMAL 0x00034001
+#define GLFW_CURSOR_HIDDEN 0x00034002
+#define GLFW_CURSOR_DISABLED 0x00034003
+
+#define GLFW_ANY_RELEASE_BEHAVIOR 0
+#define GLFW_RELEASE_BEHAVIOR_FLUSH 0x00035001
+#define GLFW_RELEASE_BEHAVIOR_NONE 0x00035002
+
+/*! @defgroup shapes Standard cursor shapes
+ *
+ * See [standard cursor creation](@ref cursor_standard) for how these are used.
+ *
+ * @ingroup input
+ * @{ */
+
+/*! @brief The regular arrow cursor shape.
+ *
+ * The regular arrow cursor.
+ */
+#define GLFW_ARROW_CURSOR 0x00036001
+/*! @brief The text input I-beam cursor shape.
+ *
+ * The text input I-beam cursor shape.
+ */
+#define GLFW_IBEAM_CURSOR 0x00036002
+/*! @brief The crosshair shape.
+ *
+ * The crosshair shape.
+ */
+#define GLFW_CROSSHAIR_CURSOR 0x00036003
+/*! @brief The hand shape.
+ *
+ * The hand shape.
+ */
+#define GLFW_HAND_CURSOR 0x00036004
+/*! @brief The horizontal resize arrow shape.
+ *
+ * The horizontal resize arrow shape.
+ */
+#define GLFW_HRESIZE_CURSOR 0x00036005
+/*! @brief The vertical resize arrow shape.
+ *
+ * The vertical resize arrow shape.
+ */
+#define GLFW_VRESIZE_CURSOR 0x00036006
+/*! @} */
+
+#define GLFW_CONNECTED 0x00040001
+#define GLFW_DISCONNECTED 0x00040002
+
+#define GLFW_DONT_CARE -1
+
+
+/*************************************************************************
+ * GLFW API types
+ *************************************************************************/
+
+/*! @brief Client API function pointer type.
+ *
+ * Generic function pointer used for returning client API function pointers
+ * without forcing a cast from a regular pointer.
+ *
+ * @sa @ref context_glext
+ * @sa glfwGetProcAddress
+ *
+ * @since Added in version 3.0.
+
+ * @ingroup context
+ */
+typedef void (*GLFWglproc)(void);
+
+/*! @brief Vulkan API function pointer type.
+ *
+ * Generic function pointer used for returning Vulkan API function pointers
+ * without forcing a cast from a regular pointer.
+ *
+ * @sa @ref vulkan_proc
+ * @sa glfwGetInstanceProcAddress
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup vulkan
+ */
+typedef void (*GLFWvkproc)(void);
+
+/*! @brief Opaque monitor object.
+ *
+ * Opaque monitor object.
+ *
+ * @see @ref monitor_object
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+typedef struct GLFWmonitor GLFWmonitor;
+
+/*! @brief Opaque window object.
+ *
+ * Opaque window object.
+ *
+ * @see @ref window_object
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+typedef struct GLFWwindow GLFWwindow;
+
+/*! @brief Opaque cursor object.
+ *
+ * Opaque cursor object.
+ *
+ * @see @ref cursor_object
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup cursor
+ */
+typedef struct GLFWcursor GLFWcursor;
+
+/*! @brief The function signature for error callbacks.
+ *
+ * This is the function signature for error callback functions.
+ *
+ * @param[in] error An [error code](@ref errors).
+ * @param[in] description A UTF-8 encoded string describing the error.
+ *
+ * @sa @ref error_handling
+ * @sa glfwSetErrorCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup init
+ */
+typedef void (* GLFWerrorfun)(int,const char*);
+
+/*! @brief The function signature for window position callbacks.
+ *
+ * This is the function signature for window position callback functions.
+ *
+ * @param[in] window The window that was moved.
+ * @param[in] xpos The new x-coordinate, in screen coordinates, of the
+ * upper-left corner of the client area of the window.
+ * @param[in] ypos The new y-coordinate, in screen coordinates, of the
+ * upper-left corner of the client area of the window.
+ *
+ * @sa @ref window_pos
+ * @sa glfwSetWindowPosCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+typedef void (* GLFWwindowposfun)(GLFWwindow*,int,int);
+
+/*! @brief The function signature for window resize callbacks.
+ *
+ * This is the function signature for window size callback functions.
+ *
+ * @param[in] window The window that was resized.
+ * @param[in] width The new width, in screen coordinates, of the window.
+ * @param[in] height The new height, in screen coordinates, of the window.
+ *
+ * @sa @ref window_size
+ * @sa glfwSetWindowSizeCallback
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+typedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int);
+
+/*! @brief The function signature for window close callbacks.
+ *
+ * This is the function signature for window close callback functions.
+ *
+ * @param[in] window The window that the user attempted to close.
+ *
+ * @sa @ref window_close
+ * @sa glfwSetWindowCloseCallback
+ *
+ * @since Added in version 2.5.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+typedef void (* GLFWwindowclosefun)(GLFWwindow*);
+
+/*! @brief The function signature for window content refresh callbacks.
+ *
+ * This is the function signature for window refresh callback functions.
+ *
+ * @param[in] window The window whose content needs to be refreshed.
+ *
+ * @sa @ref window_refresh
+ * @sa glfwSetWindowRefreshCallback
+ *
+ * @since Added in version 2.5.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+typedef void (* GLFWwindowrefreshfun)(GLFWwindow*);
+
+/*! @brief The function signature for window focus/defocus callbacks.
+ *
+ * This is the function signature for window focus callback functions.
+ *
+ * @param[in] window The window that gained or lost input focus.
+ * @param[in] focused `GLFW_TRUE` if the window was given input focus, or
+ * `GLFW_FALSE` if it lost it.
+ *
+ * @sa @ref window_focus
+ * @sa glfwSetWindowFocusCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+typedef void (* GLFWwindowfocusfun)(GLFWwindow*,int);
+
+/*! @brief The function signature for window iconify/restore callbacks.
+ *
+ * This is the function signature for window iconify/restore callback
+ * functions.
+ *
+ * @param[in] window The window that was iconified or restored.
+ * @param[in] iconified `GLFW_TRUE` if the window was iconified, or
+ * `GLFW_FALSE` if it was restored.
+ *
+ * @sa @ref window_iconify
+ * @sa glfwSetWindowIconifyCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+typedef void (* GLFWwindowiconifyfun)(GLFWwindow*,int);
+
+/*! @brief The function signature for framebuffer resize callbacks.
+ *
+ * This is the function signature for framebuffer resize callback
+ * functions.
+ *
+ * @param[in] window The window whose framebuffer was resized.
+ * @param[in] width The new width, in pixels, of the framebuffer.
+ * @param[in] height The new height, in pixels, of the framebuffer.
+ *
+ * @sa @ref window_fbsize
+ * @sa glfwSetFramebufferSizeCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+typedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int);
+
+/*! @brief The function signature for mouse button callbacks.
+ *
+ * This is the function signature for mouse button callback functions.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] button The [mouse button](@ref buttons) that was pressed or
+ * released.
+ * @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`.
+ * @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+ * held down.
+ *
+ * @sa @ref input_mouse_button
+ * @sa glfwSetMouseButtonCallback
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle and modifier mask parameters.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int);
+
+/*! @brief The function signature for cursor position callbacks.
+ *
+ * This is the function signature for cursor position callback functions.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] xpos The new cursor x-coordinate, relative to the left edge of
+ * the client area.
+ * @param[in] ypos The new cursor y-coordinate, relative to the top edge of the
+ * client area.
+ *
+ * @sa @ref cursor_pos
+ * @sa glfwSetCursorPosCallback
+ *
+ * @since Added in version 3.0. Replaces `GLFWmouseposfun`.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWcursorposfun)(GLFWwindow*,double,double);
+
+/*! @brief The function signature for cursor enter/leave callbacks.
+ *
+ * This is the function signature for cursor enter/leave callback functions.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] entered `GLFW_TRUE` if the cursor entered the window's client
+ * area, or `GLFW_FALSE` if it left it.
+ *
+ * @sa @ref cursor_enter
+ * @sa glfwSetCursorEnterCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWcursorenterfun)(GLFWwindow*,int);
+
+/*! @brief The function signature for scroll callbacks.
+ *
+ * This is the function signature for scroll callback functions.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] xoffset The scroll offset along the x-axis.
+ * @param[in] yoffset The scroll offset along the y-axis.
+ *
+ * @sa @ref scrolling
+ * @sa glfwSetScrollCallback
+ *
+ * @since Added in version 3.0. Replaces `GLFWmousewheelfun`.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWscrollfun)(GLFWwindow*,double,double);
+
+/*! @brief The function signature for keyboard key callbacks.
+ *
+ * This is the function signature for keyboard key callback functions.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] key The [keyboard key](@ref keys) that was pressed or released.
+ * @param[in] scancode The system-specific scancode of the key.
+ * @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`.
+ * @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+ * held down.
+ *
+ * @sa @ref input_key
+ * @sa glfwSetKeyCallback
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle, scancode and modifier mask parameters.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int);
+
+/*! @brief The function signature for Unicode character callbacks.
+ *
+ * This is the function signature for Unicode character callback functions.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] codepoint The Unicode code point of the character.
+ *
+ * @sa @ref input_char
+ * @sa glfwSetCharCallback
+ *
+ * @since Added in version 2.4.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWcharfun)(GLFWwindow*,unsigned int);
+
+/*! @brief The function signature for Unicode character with modifiers
+ * callbacks.
+ *
+ * This is the function signature for Unicode character with modifiers callback
+ * functions. It is called for each input character, regardless of what
+ * modifier keys are held down.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] codepoint The Unicode code point of the character.
+ * @param[in] mods Bit field describing which [modifier keys](@ref mods) were
+ * held down.
+ *
+ * @sa @ref input_char
+ * @sa glfwSetCharModsCallback
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWcharmodsfun)(GLFWwindow*,unsigned int,int);
+
+/*! @brief The function signature for file drop callbacks.
+ *
+ * This is the function signature for file drop callbacks.
+ *
+ * @param[in] window The window that received the event.
+ * @param[in] count The number of dropped files.
+ * @param[in] paths The UTF-8 encoded file and/or directory path names.
+ *
+ * @sa @ref path_drop
+ * @sa glfwSetDropCallback
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWdropfun)(GLFWwindow*,int,const char**);
+
+/*! @brief The function signature for monitor configuration callbacks.
+ *
+ * This is the function signature for monitor configuration callback functions.
+ *
+ * @param[in] monitor The monitor that was connected or disconnected.
+ * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.
+ *
+ * @sa @ref monitor_event
+ * @sa glfwSetMonitorCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+typedef void (* GLFWmonitorfun)(GLFWmonitor*,int);
+
+/*! @brief The function signature for joystick configuration callbacks.
+ *
+ * This is the function signature for joystick configuration callback
+ * functions.
+ *
+ * @param[in] joy The joystick that was connected or disconnected.
+ * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`.
+ *
+ * @sa @ref joystick_event
+ * @sa glfwSetJoystickCallback
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup input
+ */
+typedef void (* GLFWjoystickfun)(int,int);
+
+/*! @brief Video mode type.
+ *
+ * This describes a single video mode.
+ *
+ * @sa @ref monitor_modes
+ * @sa glfwGetVideoMode glfwGetVideoModes
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added refresh rate member.
+ *
+ * @ingroup monitor
+ */
+typedef struct GLFWvidmode
+{
+ /*! The width, in screen coordinates, of the video mode.
+ */
+ int width;
+ /*! The height, in screen coordinates, of the video mode.
+ */
+ int height;
+ /*! The bit depth of the red channel of the video mode.
+ */
+ int redBits;
+ /*! The bit depth of the green channel of the video mode.
+ */
+ int greenBits;
+ /*! The bit depth of the blue channel of the video mode.
+ */
+ int blueBits;
+ /*! The refresh rate, in Hz, of the video mode.
+ */
+ int refreshRate;
+} GLFWvidmode;
+
+/*! @brief Gamma ramp.
+ *
+ * This describes the gamma ramp for a monitor.
+ *
+ * @sa @ref monitor_gamma
+ * @sa glfwGetGammaRamp glfwSetGammaRamp
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+typedef struct GLFWgammaramp
+{
+ /*! An array of value describing the response of the red channel.
+ */
+ unsigned short* red;
+ /*! An array of value describing the response of the green channel.
+ */
+ unsigned short* green;
+ /*! An array of value describing the response of the blue channel.
+ */
+ unsigned short* blue;
+ /*! The number of elements in each array.
+ */
+ unsigned int size;
+} GLFWgammaramp;
+
+/*! @brief Image data.
+ *
+ * @sa @ref cursor_custom
+ *
+ * @since Added in version 2.1.
+ * @glfw3 Removed format and bytes-per-pixel members.
+ */
+typedef struct GLFWimage
+{
+ /*! The width, in pixels, of this image.
+ */
+ int width;
+ /*! The height, in pixels, of this image.
+ */
+ int height;
+ /*! The pixel data of this image, arranged left-to-right, top-to-bottom.
+ */
+ unsigned char* pixels;
+} GLFWimage;
+
+
+/*************************************************************************
+ * GLFW API functions
+ *************************************************************************/
+
+/*! @brief Initializes the GLFW library.
+ *
+ * This function initializes the GLFW library. Before most GLFW functions can
+ * be used, GLFW must be initialized, and before an application terminates GLFW
+ * should be terminated in order to free any resources allocated during or
+ * after initialization.
+ *
+ * If this function fails, it calls @ref glfwTerminate before returning. If it
+ * succeeds, you should call @ref glfwTerminate before the application exits.
+ *
+ * Additional calls to this function after successful initialization but before
+ * termination will return `GLFW_TRUE` immediately.
+ *
+ * @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remark @osx This function will change the current directory of the
+ * application to the `Contents/Resources` subdirectory of the application's
+ * bundle, if present. This can be disabled with a
+ * [compile-time option](@ref compile_options_osx).
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref intro_init
+ * @sa glfwTerminate
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup init
+ */
+GLFWAPI int glfwInit(void);
+
+/*! @brief Terminates the GLFW library.
+ *
+ * This function destroys all remaining windows and cursors, restores any
+ * modified gamma ramps and frees any other allocated resources. Once this
+ * function is called, you must again call @ref glfwInit successfully before
+ * you will be able to use most GLFW functions.
+ *
+ * If GLFW has been successfully initialized, this function should be called
+ * before the application exits. If initialization fails, there is no need to
+ * call this function, as it is called by @ref glfwInit before it returns
+ * failure.
+ *
+ * @errors Possible errors include @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remark This function may be called before @ref glfwInit.
+ *
+ * @warning The contexts of any remaining windows must not be current on any
+ * other thread when this function is called.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref intro_init
+ * @sa glfwInit
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup init
+ */
+GLFWAPI void glfwTerminate(void);
+
+/*! @brief Retrieves the version of the GLFW library.
+ *
+ * This function retrieves the major, minor and revision numbers of the GLFW
+ * library. It is intended for when you are using GLFW as a shared library and
+ * want to ensure that you are using the minimum required version.
+ *
+ * Any or all of the version arguments may be `NULL`.
+ *
+ * @param[out] major Where to store the major version number, or `NULL`.
+ * @param[out] minor Where to store the minor version number, or `NULL`.
+ * @param[out] rev Where to store the revision number, or `NULL`.
+ *
+ * @errors None.
+ *
+ * @remark This function may be called before @ref glfwInit.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref intro_version
+ * @sa glfwGetVersionString
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup init
+ */
+GLFWAPI void glfwGetVersion(int* major, int* minor, int* rev);
+
+/*! @brief Returns a string describing the compile-time configuration.
+ *
+ * This function returns the compile-time generated
+ * [version string](@ref intro_version_string) of the GLFW library binary. It
+ * describes the version, platform, compiler and any platform-specific
+ * compile-time options. It should not be confused with the OpenGL or OpenGL
+ * ES version string, queried with `glGetString`.
+ *
+ * __Do not use the version string__ to parse the GLFW library version. The
+ * @ref glfwGetVersion function provides the version of the running library
+ * binary in numerical format.
+ *
+ * @return The ASCII encoded GLFW version string.
+ *
+ * @errors None.
+ *
+ * @remark This function may be called before @ref glfwInit.
+ *
+ * @pointer_lifetime The returned string is static and compile-time generated.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref intro_version
+ * @sa glfwGetVersion
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup init
+ */
+GLFWAPI const char* glfwGetVersionString(void);
+
+/*! @brief Sets the error callback.
+ *
+ * This function sets the error callback, which is called with an error code
+ * and a human-readable description each time a GLFW error occurs.
+ *
+ * The error callback is called on the thread where the error occurred. If you
+ * are using GLFW from multiple threads, your error callback needs to be
+ * written accordingly.
+ *
+ * Because the description string may have been generated specifically for that
+ * error, it is not guaranteed to be valid after the callback has returned. If
+ * you wish to use it after the callback returns, you need to make a copy.
+ *
+ * Once set, the error callback remains set even after the library has been
+ * terminated.
+ *
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set.
+ *
+ * @errors None.
+ *
+ * @remark This function may be called before @ref glfwInit.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref error_handling
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup init
+ */
+GLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun cbfun);
+
+/*! @brief Returns the currently connected monitors.
+ *
+ * This function returns an array of handles for all currently connected
+ * monitors. The primary monitor is always first in the returned array. If no
+ * monitors were found, this function returns `NULL`.
+ *
+ * @param[out] count Where to store the number of monitors in the returned
+ * array. This is set to zero if an error occurred.
+ * @return An array of monitor handles, or `NULL` if no monitors were found or
+ * if an [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @pointer_lifetime The returned array is allocated and freed by GLFW. You
+ * should not free it yourself. It is guaranteed to be valid only until the
+ * monitor configuration changes or the library is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_monitors
+ * @sa @ref monitor_event
+ * @sa glfwGetPrimaryMonitor
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI GLFWmonitor** glfwGetMonitors(int* count);
+
+/*! @brief Returns the primary monitor.
+ *
+ * This function returns the primary monitor. This is usually the monitor
+ * where elements like the task bar or global menu bar are located.
+ *
+ * @return The primary monitor, or `NULL` if no monitors were found or if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @remark The primary monitor is always first in the array returned by @ref
+ * glfwGetMonitors.
+ *
+ * @sa @ref monitor_monitors
+ * @sa glfwGetMonitors
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void);
+
+/*! @brief Returns the position of the monitor's viewport on the virtual screen.
+ *
+ * This function returns the position, in screen coordinates, of the upper-left
+ * corner of the specified monitor.
+ *
+ * Any or all of the position arguments may be `NULL`. If an error occurs, all
+ * non-`NULL` position arguments will be set to zero.
+ *
+ * @param[in] monitor The monitor to query.
+ * @param[out] xpos Where to store the monitor x-coordinate, or `NULL`.
+ * @param[out] ypos Where to store the monitor y-coordinate, or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_properties
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos);
+
+/*! @brief Returns the physical size of the monitor.
+ *
+ * This function returns the size, in millimetres, of the display area of the
+ * specified monitor.
+ *
+ * Some systems do not provide accurate monitor size information, either
+ * because the monitor
+ * [EDID](https://en.wikipedia.org/wiki/Extended_display_identification_data)
+ * data is incorrect or because the driver does not report it accurately.
+ *
+ * Any or all of the size arguments may be `NULL`. If an error occurs, all
+ * non-`NULL` size arguments will be set to zero.
+ *
+ * @param[in] monitor The monitor to query.
+ * @param[out] widthMM Where to store the width, in millimetres, of the
+ * monitor's display area, or `NULL`.
+ * @param[out] heightMM Where to store the height, in millimetres, of the
+ * monitor's display area, or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @remark @win32 calculates the returned physical size from the
+ * current resolution and system DPI instead of querying the monitor EDID data.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_properties
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM);
+
+/*! @brief Returns the name of the specified monitor.
+ *
+ * This function returns a human-readable name, encoded as UTF-8, of the
+ * specified monitor. The name typically reflects the make and model of the
+ * monitor and is not guaranteed to be unique among the connected monitors.
+ *
+ * @param[in] monitor The monitor to query.
+ * @return The UTF-8 encoded name of the monitor, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @pointer_lifetime The returned string is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the specified monitor is
+ * disconnected or the library is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_properties
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI const char* glfwGetMonitorName(GLFWmonitor* monitor);
+
+/*! @brief Sets the monitor configuration callback.
+ *
+ * This function sets the monitor configuration callback, or removes the
+ * currently set callback. This is called when a monitor is connected to or
+ * disconnected from the system.
+ *
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_event
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun cbfun);
+
+/*! @brief Returns the available video modes for the specified monitor.
+ *
+ * This function returns an array of all video modes supported by the specified
+ * monitor. The returned array is sorted in ascending order, first by color
+ * bit depth (the sum of all channel depths) and then by resolution area (the
+ * product of width and height).
+ *
+ * @param[in] monitor The monitor to query.
+ * @param[out] count Where to store the number of video modes in the returned
+ * array. This is set to zero if an error occurred.
+ * @return An array of video modes, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned array is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the specified monitor is
+ * disconnected, this function is called again for that monitor or the library
+ * is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_modes
+ * @sa glfwGetVideoMode
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Changed to return an array of modes for a specific monitor.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count);
+
+/*! @brief Returns the current mode of the specified monitor.
+ *
+ * This function returns the current video mode of the specified monitor. If
+ * you have created a full screen window for that monitor, the return value
+ * will depend on whether that window is iconified.
+ *
+ * @param[in] monitor The monitor to query.
+ * @return The current mode of the monitor, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned array is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the specified monitor is
+ * disconnected or the library is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_modes
+ * @sa glfwGetVideoModes
+ *
+ * @since Added in version 3.0. Replaces `glfwGetDesktopMode`.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor);
+
+/*! @brief Generates a gamma ramp and sets it for the specified monitor.
+ *
+ * This function generates a 256-element gamma ramp from the specified exponent
+ * and then calls @ref glfwSetGammaRamp with it. The value must be a finite
+ * number greater than zero.
+ *
+ * @param[in] monitor The monitor whose gamma ramp to set.
+ * @param[in] gamma The desired exponent.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_gamma
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma);
+
+/*! @brief Returns the current gamma ramp for the specified monitor.
+ *
+ * This function returns the current gamma ramp of the specified monitor.
+ *
+ * @param[in] monitor The monitor to query.
+ * @return The current gamma ramp, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned structure and its arrays are allocated and
+ * freed by GLFW. You should not free them yourself. They are valid until the
+ * specified monitor is disconnected, this function is called again for that
+ * monitor or the library is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_gamma
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor);
+
+/*! @brief Sets the current gamma ramp for the specified monitor.
+ *
+ * This function sets the current gamma ramp for the specified monitor. The
+ * original gamma ramp for that monitor is saved by GLFW the first time this
+ * function is called and is restored by @ref glfwTerminate.
+ *
+ * @param[in] monitor The monitor whose gamma ramp to set.
+ * @param[in] ramp The gamma ramp to use.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @remark Gamma ramp sizes other than 256 are not supported by all platforms
+ * or graphics hardware.
+ *
+ * @remark @win32 The gamma ramp size must be 256.
+ *
+ * @pointer_lifetime The specified gamma ramp is copied before this function
+ * returns.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref monitor_gamma
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup monitor
+ */
+GLFWAPI void glfwSetGammaRamp(GLFWmonitor* monitor, const GLFWgammaramp* ramp);
+
+/*! @brief Resets all window hints to their default values.
+ *
+ * This function resets all window hints to their
+ * [default values](@ref window_hints_values).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_hints
+ * @sa glfwWindowHint
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwDefaultWindowHints(void);
+
+/*! @brief Sets the specified window hint to the desired value.
+ *
+ * This function sets hints for the next call to @ref glfwCreateWindow. The
+ * hints, once set, retain their values until changed by a call to @ref
+ * glfwWindowHint or @ref glfwDefaultWindowHints, or until the library is
+ * terminated.
+ *
+ * This function does not check whether the specified hint values are valid.
+ * If you set hints to invalid values this will instead be reported by the next
+ * call to @ref glfwCreateWindow.
+ *
+ * @param[in] hint The [window hint](@ref window_hints) to set.
+ * @param[in] value The new value of the window hint.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_INVALID_ENUM.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_hints
+ * @sa glfwDefaultWindowHints
+ *
+ * @since Added in version 3.0. Replaces `glfwOpenWindowHint`.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwWindowHint(int hint, int value);
+
+/*! @brief Creates a window and its associated context.
+ *
+ * This function creates a window and its associated OpenGL or OpenGL ES
+ * context. Most of the options controlling how the window and its context
+ * should be created are specified with [window hints](@ref window_hints).
+ *
+ * Successful creation does not change which context is current. Before you
+ * can use the newly created context, you need to
+ * [make it current](@ref context_current). For information about the `share`
+ * parameter, see @ref context_sharing.
+ *
+ * The created window, framebuffer and context may differ from what you
+ * requested, as not all parameters and hints are
+ * [hard constraints](@ref window_hints_hard). This includes the size of the
+ * window, especially for full screen windows. To query the actual attributes
+ * of the created window, framebuffer and context, see @ref
+ * glfwGetWindowAttrib, @ref glfwGetWindowSize and @ref glfwGetFramebufferSize.
+ *
+ * To create a full screen window, you need to specify the monitor the window
+ * will cover. If no monitor is specified, the window will be windowed mode.
+ * Unless you have a way for the user to choose a specific monitor, it is
+ * recommended that you pick the primary monitor. For more information on how
+ * to query connected monitors, see @ref monitor_monitors.
+ *
+ * For full screen windows, the specified size becomes the resolution of the
+ * window's _desired video mode_. As long as a full screen window is not
+ * iconified, the supported video mode most closely matching the desired video
+ * mode is set for the specified monitor. For more information about full
+ * screen windows, including the creation of so called _windowed full screen_
+ * or _borderless full screen_ windows, see @ref window_windowed_full_screen.
+ *
+ * By default, newly created windows use the placement recommended by the
+ * window system. To create the window at a specific position, make it
+ * initially invisible using the [GLFW_VISIBLE](@ref window_hints_wnd) window
+ * hint, set its [position](@ref window_pos) and then [show](@ref window_hide)
+ * it.
+ *
+ * As long as at least one full screen window is not iconified, the screensaver
+ * is prohibited from starting.
+ *
+ * Window systems put limits on window sizes. Very large or very small window
+ * dimensions may be overridden by the window system on creation. Check the
+ * actual [size](@ref window_size) after creation.
+ *
+ * The [swap interval](@ref buffer_swap) is not set during window creation and
+ * the initial value may vary depending on driver settings and defaults.
+ *
+ * @param[in] width The desired width, in screen coordinates, of the window.
+ * This must be greater than zero.
+ * @param[in] height The desired height, in screen coordinates, of the window.
+ * This must be greater than zero.
+ * @param[in] title The initial, UTF-8 encoded window title.
+ * @param[in] monitor The monitor to use for full screen mode, or `NULL` for
+ * windowed mode.
+ * @param[in] share The window whose context to share resources with, or `NULL`
+ * to not share resources.
+ * @return The handle of the created window, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_API_UNAVAILABLE, @ref
+ * GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @remark @win32 Window creation will fail if the Microsoft GDI software
+ * OpenGL implementation is the only one available.
+ *
+ * @remark @win32 If the executable has an icon resource named `GLFW_ICON,`
+ * it will be set as the icon for the window. If no such icon is present, the
+ * `IDI_WINLOGO` icon will be used instead.
+ *
+ * @remark @win32 The context to share resources with must not be current on
+ * any other thread.
+ *
+ * @remark @osx The GLFW window has no icon, as it is not a document
+ * window, but the dock icon will be the same as the application bundle's icon.
+ * For more information on bundles, see the
+ * [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
+ * in the Mac Developer Library.
+ *
+ * @remark @osx The first time a window is created the menu bar is populated
+ * with common commands like Hide, Quit and About. The About entry opens
+ * a minimal about dialog with information from the application's bundle. The
+ * menu bar can be disabled with a
+ * [compile-time option](@ref compile_options_osx).
+ *
+ * @remark @osx On OS X 10.10 and later the window frame will not be rendered
+ * at full resolution on Retina displays unless the `NSHighResolutionCapable`
+ * key is enabled in the application bundle's `Info.plist`. For more
+ * information, see
+ * [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html)
+ * in the Mac Developer Library. The GLFW test and example programs use
+ * a custom `Info.plist` template for this, which can be found as
+ * `CMake/MacOSXBundleInfo.plist.in` in the source tree.
+ *
+ * @remark @x11 There is no mechanism for setting the window icon yet.
+ *
+ * @remark @x11 Some window managers will not respect the placement of
+ * initially hidden windows.
+ *
+ * @remark @x11 Due to the asynchronous nature of X11, it may take a moment for
+ * a window to reach its requested state. This means you may not be able to
+ * query the final size, position or other attributes directly after window
+ * creation.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_creation
+ * @sa glfwDestroyWindow
+ *
+ * @since Added in version 3.0. Replaces `glfwOpenWindow`.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share);
+
+/*! @brief Destroys the specified window and its context.
+ *
+ * This function destroys the specified window and its context. On calling
+ * this function, no further callbacks will be called for that window.
+ *
+ * If the context of the specified window is current on the main thread, it is
+ * detached before being destroyed.
+ *
+ * @param[in] window The window to destroy.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @note The context of the specified window must not be current on any other
+ * thread when this function is called.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_creation
+ * @sa glfwCreateWindow
+ *
+ * @since Added in version 3.0. Replaces `glfwCloseWindow`.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwDestroyWindow(GLFWwindow* window);
+
+/*! @brief Checks the close flag of the specified window.
+ *
+ * This function returns the value of the close flag of the specified window.
+ *
+ * @param[in] window The window to query.
+ * @return The value of the close flag.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @sa @ref window_close
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI int glfwWindowShouldClose(GLFWwindow* window);
+
+/*! @brief Sets the close flag of the specified window.
+ *
+ * This function sets the value of the close flag of the specified window.
+ * This can be used to override the user's attempt to close the window, or
+ * to signal that it should be closed.
+ *
+ * @param[in] window The window whose flag to change.
+ * @param[in] value The new value.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @sa @ref window_close
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value);
+
+/*! @brief Sets the title of the specified window.
+ *
+ * This function sets the window title, encoded as UTF-8, of the specified
+ * window.
+ *
+ * @param[in] window The window whose title to change.
+ * @param[in] title The UTF-8 encoded window title.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @remark @osx The window title will not be updated until the next time you
+ * process events.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_title
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title);
+
+/*! @brief Sets the icon for the specified window.
+ *
+ * This function sets the icon of the specified window. If passed an array of
+ * candidate images, those of or closest to the sizes desired by the system are
+ * selected. If no images are specified, the window reverts to its default
+ * icon.
+ *
+ * The desired image sizes varies depending on platform and system settings.
+ * The selected images will be rescaled as needed. Good sizes include 16x16,
+ * 32x32 and 48x48.
+ *
+ * @param[in] window The window whose icon to set.
+ * @param[in] count The number of images in the specified array, or zero to
+ * revert to the default window icon.
+ * @param[in] images The images to create the icon from. This is ignored if
+ * count is zero.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The specified image data is copied before this function
+ * returns.
+ *
+ * @remark @osx The GLFW window has no icon, as it is not a document
+ * window, but the dock icon will be the same as the application bundle's icon.
+ * For more information on bundles, see the
+ * [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
+ * in the Mac Developer Library.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_icon
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images);
+
+/*! @brief Retrieves the position of the client area of the specified window.
+ *
+ * This function retrieves the position, in screen coordinates, of the
+ * upper-left corner of the client area of the specified window.
+ *
+ * Any or all of the position arguments may be `NULL`. If an error occurs, all
+ * non-`NULL` position arguments will be set to zero.
+ *
+ * @param[in] window The window to query.
+ * @param[out] xpos Where to store the x-coordinate of the upper-left corner of
+ * the client area, or `NULL`.
+ * @param[out] ypos Where to store the y-coordinate of the upper-left corner of
+ * the client area, or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_pos
+ * @sa glfwSetWindowPos
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos);
+
+/*! @brief Sets the position of the client area of the specified window.
+ *
+ * This function sets the position, in screen coordinates, of the upper-left
+ * corner of the client area of the specified windowed mode window. If the
+ * window is a full screen window, this function does nothing.
+ *
+ * __Do not use this function__ to move an already visible window unless you
+ * have very good reasons for doing so, as it will confuse and annoy the user.
+ *
+ * The window manager may put limits on what positions are allowed. GLFW
+ * cannot and should not override these limits.
+ *
+ * @param[in] window The window to query.
+ * @param[in] xpos The x-coordinate of the upper-left corner of the client area.
+ * @param[in] ypos The y-coordinate of the upper-left corner of the client area.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_pos
+ * @sa glfwGetWindowPos
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos);
+
+/*! @brief Retrieves the size of the client area of the specified window.
+ *
+ * This function retrieves the size, in screen coordinates, of the client area
+ * of the specified window. If you wish to retrieve the size of the
+ * framebuffer of the window in pixels, see @ref glfwGetFramebufferSize.
+ *
+ * Any or all of the size arguments may be `NULL`. If an error occurs, all
+ * non-`NULL` size arguments will be set to zero.
+ *
+ * @param[in] window The window whose size to retrieve.
+ * @param[out] width Where to store the width, in screen coordinates, of the
+ * client area, or `NULL`.
+ * @param[out] height Where to store the height, in screen coordinates, of the
+ * client area, or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_size
+ * @sa glfwSetWindowSize
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height);
+
+/*! @brief Sets the size limits of the specified window.
+ *
+ * This function sets the size limits of the client area of the specified
+ * window. If the window is full screen, the size limits only take effect if
+ * once it is made windowed. If the window is not resizable, this function
+ * does nothing.
+ *
+ * The size limits are applied immediately to a windowed mode window and may
+ * cause it to be resized.
+ *
+ * @param[in] window The window to set limits for.
+ * @param[in] minwidth The minimum width, in screen coordinates, of the client
+ * area, or `GLFW_DONT_CARE`.
+ * @param[in] minheight The minimum height, in screen coordinates, of the
+ * client area, or `GLFW_DONT_CARE`.
+ * @param[in] maxwidth The maximum width, in screen coordinates, of the client
+ * area, or `GLFW_DONT_CARE`.
+ * @param[in] maxheight The maximum height, in screen coordinates, of the
+ * client area, or `GLFW_DONT_CARE`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @remark If you set size limits and an aspect ratio that conflict, the
+ * results are undefined.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_sizelimits
+ * @sa glfwSetWindowAspectRatio
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight);
+
+/*! @brief Sets the aspect ratio of the specified window.
+ *
+ * This function sets the required aspect ratio of the client area of the
+ * specified window. If the window is full screen, the aspect ratio only takes
+ * effect once it is made windowed. If the window is not resizable, this
+ * function does nothing.
+ *
+ * The aspect ratio is specified as a numerator and a denominator and both
+ * values must be greater than zero. For example, the common 16:9 aspect ratio
+ * is specified as 16 and 9, respectively.
+ *
+ * If the numerator and denominator is set to `GLFW_DONT_CARE` then the aspect
+ * ratio limit is disabled.
+ *
+ * The aspect ratio is applied immediately to a windowed mode window and may
+ * cause it to be resized.
+ *
+ * @param[in] window The window to set limits for.
+ * @param[in] numer The numerator of the desired aspect ratio, or
+ * `GLFW_DONT_CARE`.
+ * @param[in] denom The denominator of the desired aspect ratio, or
+ * `GLFW_DONT_CARE`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remark If you set size limits and an aspect ratio that conflict, the
+ * results are undefined.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_sizelimits
+ * @sa glfwSetWindowSizeLimits
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom);
+
+/*! @brief Sets the size of the client area of the specified window.
+ *
+ * This function sets the size, in screen coordinates, of the client area of
+ * the specified window.
+ *
+ * For full screen windows, this function updates the resolution of its desired
+ * video mode and switches to the video mode closest to it, without affecting
+ * the window's context. As the context is unaffected, the bit depths of the
+ * framebuffer remain unchanged.
+ *
+ * If you wish to update the refresh rate of the desired video mode in addition
+ * to its resolution, see @ref glfwSetWindowMonitor.
+ *
+ * The window manager may put limits on what sizes are allowed. GLFW cannot
+ * and should not override these limits.
+ *
+ * @param[in] window The window to resize.
+ * @param[in] width The desired width, in screen coordinates, of the window
+ * client area.
+ * @param[in] height The desired height, in screen coordinates, of the window
+ * client area.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_size
+ * @sa glfwGetWindowSize
+ * @sa glfwSetWindowMonitor
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowSize(GLFWwindow* window, int width, int height);
+
+/*! @brief Retrieves the size of the framebuffer of the specified window.
+ *
+ * This function retrieves the size, in pixels, of the framebuffer of the
+ * specified window. If you wish to retrieve the size of the window in screen
+ * coordinates, see @ref glfwGetWindowSize.
+ *
+ * Any or all of the size arguments may be `NULL`. If an error occurs, all
+ * non-`NULL` size arguments will be set to zero.
+ *
+ * @param[in] window The window whose framebuffer to query.
+ * @param[out] width Where to store the width, in pixels, of the framebuffer,
+ * or `NULL`.
+ * @param[out] height Where to store the height, in pixels, of the framebuffer,
+ * or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_fbsize
+ * @sa glfwSetFramebufferSizeCallback
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height);
+
+/*! @brief Retrieves the size of the frame of the window.
+ *
+ * This function retrieves the size, in screen coordinates, of each edge of the
+ * frame of the specified window. This size includes the title bar, if the
+ * window has one. The size of the frame may vary depending on the
+ * [window-related hints](@ref window_hints_wnd) used to create it.
+ *
+ * Because this function retrieves the size of each window frame edge and not
+ * the offset along a particular coordinate axis, the retrieved values will
+ * always be zero or positive.
+ *
+ * Any or all of the size arguments may be `NULL`. If an error occurs, all
+ * non-`NULL` size arguments will be set to zero.
+ *
+ * @param[in] window The window whose frame size to query.
+ * @param[out] left Where to store the size, in screen coordinates, of the left
+ * edge of the window frame, or `NULL`.
+ * @param[out] top Where to store the size, in screen coordinates, of the top
+ * edge of the window frame, or `NULL`.
+ * @param[out] right Where to store the size, in screen coordinates, of the
+ * right edge of the window frame, or `NULL`.
+ * @param[out] bottom Where to store the size, in screen coordinates, of the
+ * bottom edge of the window frame, or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_size
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int* right, int* bottom);
+
+/*! @brief Iconifies the specified window.
+ *
+ * This function iconifies (minimizes) the specified window if it was
+ * previously restored. If the window is already iconified, this function does
+ * nothing.
+ *
+ * If the specified window is a full screen window, the original monitor
+ * resolution is restored until the window is restored.
+ *
+ * @param[in] window The window to iconify.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_iconify
+ * @sa glfwRestoreWindow
+ * @sa glfwMaximizeWindow
+ *
+ * @since Added in version 2.1.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwIconifyWindow(GLFWwindow* window);
+
+/*! @brief Restores the specified window.
+ *
+ * This function restores the specified window if it was previously iconified
+ * (minimized) or maximized. If the window is already restored, this function
+ * does nothing.
+ *
+ * If the specified window is a full screen window, the resolution chosen for
+ * the window is restored on the selected monitor.
+ *
+ * @param[in] window The window to restore.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_iconify
+ * @sa glfwIconifyWindow
+ * @sa glfwMaximizeWindow
+ *
+ * @since Added in version 2.1.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwRestoreWindow(GLFWwindow* window);
+
+/*! @brief Maximizes the specified window.
+ *
+ * This function maximizes the specified window if it was previously not
+ * maximized. If the window is already maximized, this function does nothing.
+ *
+ * If the specified window is a full screen window, this function does nothing.
+ *
+ * @param[in] window The window to maximize.
+ *
+ * @par Thread Safety
+ * This function may only be called from the main thread.
+ *
+ * @sa @ref window_iconify
+ * @sa glfwIconifyWindow
+ * @sa glfwRestoreWindow
+ *
+ * @since Added in GLFW 3.2.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwMaximizeWindow(GLFWwindow* window);
+
+/*! @brief Makes the specified window visible.
+ *
+ * This function makes the specified window visible if it was previously
+ * hidden. If the window is already visible or is in full screen mode, this
+ * function does nothing.
+ *
+ * @param[in] window The window to make visible.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_hide
+ * @sa glfwHideWindow
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwShowWindow(GLFWwindow* window);
+
+/*! @brief Hides the specified window.
+ *
+ * This function hides the specified window if it was previously visible. If
+ * the window is already hidden or is in full screen mode, this function does
+ * nothing.
+ *
+ * @param[in] window The window to hide.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_hide
+ * @sa glfwShowWindow
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwHideWindow(GLFWwindow* window);
+
+/*! @brief Brings the specified window to front and sets input focus.
+ *
+ * This function brings the specified window to front and sets input focus.
+ * The window should already be visible and not iconified.
+ *
+ * By default, both windowed and full screen mode windows are focused when
+ * initially created. Set the [GLFW_FOCUSED](@ref window_hints_wnd) to disable
+ * this behavior.
+ *
+ * __Do not use this function__ to steal focus from other applications unless
+ * you are certain that is what the user wants. Focus stealing can be
+ * extremely disruptive.
+ *
+ * @param[in] window The window to give input focus.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_focus
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwFocusWindow(GLFWwindow* window);
+
+/*! @brief Returns the monitor that the window uses for full screen mode.
+ *
+ * This function returns the handle of the monitor that the specified window is
+ * in full screen on.
+ *
+ * @param[in] window The window to query.
+ * @return The monitor, or `NULL` if the window is in windowed mode or an error
+ * occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_monitor
+ * @sa glfwSetWindowMonitor
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window);
+
+/*! @brief Sets the mode, monitor, video mode and placement of a window.
+ *
+ * This function sets the monitor that the window uses for full screen mode or,
+ * if the monitor is `NULL`, makes it windowed mode.
+ *
+ * When setting a monitor, this function updates the width, height and refresh
+ * rate of the desired video mode and switches to the video mode closest to it.
+ * The window position is ignored when setting a monitor.
+ *
+ * When the monitor is `NULL`, the position, width and height are used to
+ * place the window client area. The refresh rate is ignored when no monitor
+ * is specified.
+ *
+ * If you only wish to update the resolution of a full screen window or the
+ * size of a windowed mode window, see @ref glfwSetWindowSize.
+ *
+ * When a window transitions from full screen to windowed mode, this function
+ * restores any previous window settings such as whether it is decorated,
+ * floating, resizable, has size or aspect ratio limits, etc..
+ *
+ * @param[in] window The window whose monitor, size or video mode to set.
+ * @param[in] monitor The desired monitor, or `NULL` to set windowed mode.
+ * @param[in] xpos The desired x-coordinate of the upper-left corner of the
+ * client area.
+ * @param[in] ypos The desired y-coordinate of the upper-left corner of the
+ * client area.
+ * @param[in] width The desired with, in screen coordinates, of the client area
+ * or video mode.
+ * @param[in] height The desired height, in screen coordinates, of the client
+ * area or video mode.
+ * @param[in] refreshRate The desired refresh rate, in Hz, of the video mode.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_monitor
+ * @sa @ref window_full_screen
+ * @sa glfwGetWindowMonitor
+ * @sa glfwSetWindowSize
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate);
+
+/*! @brief Returns an attribute of the specified window.
+ *
+ * This function returns the value of an attribute of the specified window or
+ * its OpenGL or OpenGL ES context.
+ *
+ * @param[in] window The window to query.
+ * @param[in] attrib The [window attribute](@ref window_attribs) whose value to
+ * return.
+ * @return The value of the attribute, or zero if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remark Framebuffer related hints are not window attributes. See @ref
+ * window_attribs_fb for more information.
+ *
+ * @remark Zero is a valid value for many window and context related
+ * attributes so you cannot use a return value of zero as an indication of
+ * errors. However, this function should not fail as long as it is passed
+ * valid arguments and the library has been [initialized](@ref intro_init).
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_attribs
+ *
+ * @since Added in version 3.0. Replaces `glfwGetWindowParam` and
+ * `glfwGetGLVersion`.
+ *
+ * @ingroup window
+ */
+GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib);
+
+/*! @brief Sets the user pointer of the specified window.
+ *
+ * This function sets the user-defined pointer of the specified window. The
+ * current value is retained until the window is destroyed. The initial value
+ * is `NULL`.
+ *
+ * @param[in] window The window whose pointer to set.
+ * @param[in] pointer The new value.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @sa @ref window_userptr
+ * @sa glfwGetWindowUserPointer
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer);
+
+/*! @brief Returns the user pointer of the specified window.
+ *
+ * This function returns the current value of the user-defined pointer of the
+ * specified window. The initial value is `NULL`.
+ *
+ * @param[in] window The window whose pointer to return.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @sa @ref window_userptr
+ * @sa glfwSetWindowUserPointer
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window);
+
+/*! @brief Sets the position callback for the specified window.
+ *
+ * This function sets the position callback of the specified window, which is
+ * called when the window is moved. The callback is provided with the screen
+ * position of the upper-left corner of the client area of the window.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_pos
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun cbfun);
+
+/*! @brief Sets the size callback for the specified window.
+ *
+ * This function sets the size callback of the specified window, which is
+ * called when the window is resized. The callback is provided with the size,
+ * in screen coordinates, of the client area of the window.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_size
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter and return value.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun cbfun);
+
+/*! @brief Sets the close callback for the specified window.
+ *
+ * This function sets the close callback of the specified window, which is
+ * called when the user attempts to close the window, for example by clicking
+ * the close widget in the title bar.
+ *
+ * The close flag is set before this callback is called, but you can modify it
+ * at any time with @ref glfwSetWindowShouldClose.
+ *
+ * The close callback is not triggered by @ref glfwDestroyWindow.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @remark @osx Selecting Quit from the application menu will trigger the close
+ * callback for all windows.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_close
+ *
+ * @since Added in version 2.5.
+ * @glfw3 Added window handle parameter and return value.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun cbfun);
+
+/*! @brief Sets the refresh callback for the specified window.
+ *
+ * This function sets the refresh callback of the specified window, which is
+ * called when the client area of the window needs to be redrawn, for example
+ * if the window has been exposed after having been covered by another window.
+ *
+ * On compositing window systems such as Aero, Compiz or Aqua, where the window
+ * contents are saved off-screen, this callback may be called only very
+ * infrequently or never at all.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_refresh
+ *
+ * @since Added in version 2.5.
+ * @glfw3 Added window handle parameter and return value.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun cbfun);
+
+/*! @brief Sets the focus callback for the specified window.
+ *
+ * This function sets the focus callback of the specified window, which is
+ * called when the window gains or loses input focus.
+ *
+ * After the focus callback is called for a window that lost input focus,
+ * synthetic key and mouse button release events will be generated for all such
+ * that had been pressed. For more information, see @ref glfwSetKeyCallback
+ * and @ref glfwSetMouseButtonCallback.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_focus
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun cbfun);
+
+/*! @brief Sets the iconify callback for the specified window.
+ *
+ * This function sets the iconification callback of the specified window, which
+ * is called when the window is iconified or restored.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_iconify
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun cbfun);
+
+/*! @brief Sets the framebuffer resize callback for the specified window.
+ *
+ * This function sets the framebuffer resize callback of the specified window,
+ * which is called when the framebuffer of the specified window is resized.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref window_fbsize
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun cbfun);
+
+/*! @brief Processes all pending events.
+ *
+ * This function processes only those events that are already in the event
+ * queue and then returns immediately. Processing events will cause the window
+ * and input callbacks associated with those events to be called.
+ *
+ * On some platforms, a window move, resize or menu operation will cause event
+ * processing to block. This is due to how event processing is designed on
+ * those platforms. You can use the
+ * [window refresh callback](@ref window_refresh) to redraw the contents of
+ * your window when necessary during such operations.
+ *
+ * On some platforms, certain events are sent directly to the application
+ * without going through the event queue, causing callbacks to be called
+ * outside of a call to one of the event processing functions.
+ *
+ * Event processing is not required for joystick input to work.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref events
+ * @sa glfwWaitEvents
+ * @sa glfwWaitEventsTimeout
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwPollEvents(void);
+
+/*! @brief Waits until events are queued and processes them.
+ *
+ * This function puts the calling thread to sleep until at least one event is
+ * available in the event queue. Once one or more events are available,
+ * it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue
+ * are processed and the function then returns immediately. Processing events
+ * will cause the window and input callbacks associated with those events to be
+ * called.
+ *
+ * Since not all events are associated with callbacks, this function may return
+ * without a callback having been called even if you are monitoring all
+ * callbacks.
+ *
+ * On some platforms, a window move, resize or menu operation will cause event
+ * processing to block. This is due to how event processing is designed on
+ * those platforms. You can use the
+ * [window refresh callback](@ref window_refresh) to redraw the contents of
+ * your window when necessary during such operations.
+ *
+ * On some platforms, certain callbacks may be called outside of a call to one
+ * of the event processing functions.
+ *
+ * If no windows exist, this function returns immediately. For synchronization
+ * of threads in applications that do not create windows, use your threading
+ * library of choice.
+ *
+ * Event processing is not required for joystick input to work.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref events
+ * @sa glfwPollEvents
+ * @sa glfwWaitEventsTimeout
+ *
+ * @since Added in version 2.5.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwWaitEvents(void);
+
+/*! @brief Waits with timeout until events are queued and processes them.
+ *
+ * This function puts the calling thread to sleep until at least one event is
+ * available in the event queue, or until the specified timeout is reached. If
+ * one or more events are available, it behaves exactly like @ref
+ * glfwPollEvents, i.e. the events in the queue are processed and the function
+ * then returns immediately. Processing events will cause the window and input
+ * callbacks associated with those events to be called.
+ *
+ * The timeout value must be a positive finite number.
+ *
+ * Since not all events are associated with callbacks, this function may return
+ * without a callback having been called even if you are monitoring all
+ * callbacks.
+ *
+ * On some platforms, a window move, resize or menu operation will cause event
+ * processing to block. This is due to how event processing is designed on
+ * those platforms. You can use the
+ * [window refresh callback](@ref window_refresh) to redraw the contents of
+ * your window when necessary during such operations.
+ *
+ * On some platforms, certain callbacks may be called outside of a call to one
+ * of the event processing functions.
+ *
+ * If no windows exist, this function returns immediately. For synchronization
+ * of threads in applications that do not create windows, use your threading
+ * library of choice.
+ *
+ * Event processing is not required for joystick input to work.
+ *
+ * @param[in] timeout The maximum amount of time, in seconds, to wait.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref events
+ * @sa glfwPollEvents
+ * @sa glfwWaitEvents
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwWaitEventsTimeout(double timeout);
+
+/*! @brief Posts an empty event to the event queue.
+ *
+ * This function posts an empty event from the current thread to the event
+ * queue, causing @ref glfwWaitEvents to return.
+ *
+ * If no windows exist, this function returns immediately. For synchronization
+ * of threads in applications that do not create windows, use your threading
+ * library of choice.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref events
+ * @sa glfwWaitEvents
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwPostEmptyEvent(void);
+
+/*! @brief Returns the value of an input option for the specified window.
+ *
+ * This function returns the value of an input option for the specified window.
+ * The mode must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ * `GLFW_STICKY_MOUSE_BUTTONS`.
+ *
+ * @param[in] window The window to query.
+ * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ * `GLFW_STICKY_MOUSE_BUTTONS`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_INVALID_ENUM.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa glfwSetInputMode
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup input
+ */
+GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode);
+
+/*! @brief Sets an input option for the specified window.
+ *
+ * This function sets an input mode option for the specified window. The mode
+ * must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ * `GLFW_STICKY_MOUSE_BUTTONS`.
+ *
+ * If the mode is `GLFW_CURSOR`, the value must be one of the following cursor
+ * modes:
+ * - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally.
+ * - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the client
+ * area of the window but does not restrict the cursor from leaving.
+ * - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual
+ * and unlimited cursor movement. This is useful for implementing for
+ * example 3D camera controls.
+ *
+ * If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to
+ * enable sticky keys, or `GLFW_FALSE` to disable it. If sticky keys are
+ * enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS`
+ * the next time it is called even if the key had been released before the
+ * call. This is useful when you are only interested in whether keys have been
+ * pressed but not when or in which order.
+ *
+ * If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either
+ * `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it.
+ * If sticky mouse buttons are enabled, a mouse button press will ensure that
+ * @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even
+ * if the mouse button had been released before the call. This is useful when
+ * you are only interested in whether mouse buttons have been pressed but not
+ * when or in which order.
+ *
+ * @param[in] window The window whose input mode to set.
+ * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or
+ * `GLFW_STICKY_MOUSE_BUTTONS`.
+ * @param[in] value The new value of the specified input mode.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa glfwGetInputMode
+ *
+ * @since Added in version 3.0. Replaces `glfwEnable` and `glfwDisable`.
+ *
+ * @ingroup input
+ */
+GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value);
+
+/*! @brief Returns the localized name of the specified printable key.
+ *
+ * This function returns the localized name of the specified printable key.
+ * This is intended for displaying key bindings to the user.
+ *
+ * If the key is `GLFW_KEY_UNKNOWN`, the scancode is used instead, otherwise
+ * the scancode is ignored. If a non-printable key or (if the key is
+ * `GLFW_KEY_UNKNOWN`) a scancode that maps to a non-printable key is
+ * specified, this function returns `NULL`.
+ *
+ * This behavior allows you to pass in the arguments passed to the
+ * [key callback](@ref input_key) without modification.
+ *
+ * The printable keys are:
+ * - `GLFW_KEY_APOSTROPHE`
+ * - `GLFW_KEY_COMMA`
+ * - `GLFW_KEY_MINUS`
+ * - `GLFW_KEY_PERIOD`
+ * - `GLFW_KEY_SLASH`
+ * - `GLFW_KEY_SEMICOLON`
+ * - `GLFW_KEY_EQUAL`
+ * - `GLFW_KEY_LEFT_BRACKET`
+ * - `GLFW_KEY_RIGHT_BRACKET`
+ * - `GLFW_KEY_BACKSLASH`
+ * - `GLFW_KEY_WORLD_1`
+ * - `GLFW_KEY_WORLD_2`
+ * - `GLFW_KEY_0` to `GLFW_KEY_9`
+ * - `GLFW_KEY_A` to `GLFW_KEY_Z`
+ * - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9`
+ * - `GLFW_KEY_KP_DECIMAL`
+ * - `GLFW_KEY_KP_DIVIDE`
+ * - `GLFW_KEY_KP_MULTIPLY`
+ * - `GLFW_KEY_KP_SUBTRACT`
+ * - `GLFW_KEY_KP_ADD`
+ * - `GLFW_KEY_KP_EQUAL`
+ *
+ * @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`.
+ * @param[in] scancode The scancode of the key to query.
+ * @return The localized name of the key, or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned string is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the next call to @ref
+ * glfwGetKeyName, or until the library is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref input_key_name
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup input
+ */
+GLFWAPI const char* glfwGetKeyName(int key, int scancode);
+
+/*! @brief Returns the last reported state of a keyboard key for the specified
+ * window.
+ *
+ * This function returns the last state reported for the specified key to the
+ * specified window. The returned state is one of `GLFW_PRESS` or
+ * `GLFW_RELEASE`. The higher-level action `GLFW_REPEAT` is only reported to
+ * the key callback.
+ *
+ * If the `GLFW_STICKY_KEYS` input mode is enabled, this function returns
+ * `GLFW_PRESS` the first time you call it for a key that was pressed, even if
+ * that key has already been released.
+ *
+ * The key functions deal with physical keys, with [key tokens](@ref keys)
+ * named after their use on the standard US keyboard layout. If you want to
+ * input text, use the Unicode character callback instead.
+ *
+ * The [modifier key bit masks](@ref mods) are not key tokens and cannot be
+ * used with this function.
+ *
+ * __Do not use this function__ to implement [text input](@ref input_char).
+ *
+ * @param[in] window The desired window.
+ * @param[in] key The desired [keyboard key](@ref keys). `GLFW_KEY_UNKNOWN` is
+ * not a valid key for this function.
+ * @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_INVALID_ENUM.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref input_key
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup input
+ */
+GLFWAPI int glfwGetKey(GLFWwindow* window, int key);
+
+/*! @brief Returns the last reported state of a mouse button for the specified
+ * window.
+ *
+ * This function returns the last state reported for the specified mouse button
+ * to the specified window. The returned state is one of `GLFW_PRESS` or
+ * `GLFW_RELEASE`.
+ *
+ * If the `GLFW_STICKY_MOUSE_BUTTONS` input mode is enabled, this function
+ * `GLFW_PRESS` the first time you call it for a mouse button that was pressed,
+ * even if that mouse button has already been released.
+ *
+ * @param[in] window The desired window.
+ * @param[in] button The desired [mouse button](@ref buttons).
+ * @return One of `GLFW_PRESS` or `GLFW_RELEASE`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_INVALID_ENUM.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref input_mouse_button
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup input
+ */
+GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button);
+
+/*! @brief Retrieves the position of the cursor relative to the client area of
+ * the window.
+ *
+ * This function returns the position of the cursor, in screen coordinates,
+ * relative to the upper-left corner of the client area of the specified
+ * window.
+ *
+ * If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor
+ * position is unbounded and limited only by the minimum and maximum values of
+ * a `double`.
+ *
+ * The coordinate can be converted to their integer equivalents with the
+ * `floor` function. Casting directly to an integer type works for positive
+ * coordinates, but fails for negative ones.
+ *
+ * Any or all of the position arguments may be `NULL`. If an error occurs, all
+ * non-`NULL` position arguments will be set to zero.
+ *
+ * @param[in] window The desired window.
+ * @param[out] xpos Where to store the cursor x-coordinate, relative to the
+ * left edge of the client area, or `NULL`.
+ * @param[out] ypos Where to store the cursor y-coordinate, relative to the to
+ * top edge of the client area, or `NULL`.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_pos
+ * @sa glfwSetCursorPos
+ *
+ * @since Added in version 3.0. Replaces `glfwGetMousePos`.
+ *
+ * @ingroup input
+ */
+GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos);
+
+/*! @brief Sets the position of the cursor, relative to the client area of the
+ * window.
+ *
+ * This function sets the position, in screen coordinates, of the cursor
+ * relative to the upper-left corner of the client area of the specified
+ * window. The window must have input focus. If the window does not have
+ * input focus when this function is called, it fails silently.
+ *
+ * __Do not use this function__ to implement things like camera controls. GLFW
+ * already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the
+ * cursor, transparently re-centers it and provides unconstrained cursor
+ * motion. See @ref glfwSetInputMode for more information.
+ *
+ * If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is
+ * unconstrained and limited only by the minimum and maximum values of
+ * a `double`.
+ *
+ * @param[in] window The desired window.
+ * @param[in] xpos The desired x-coordinate, relative to the left edge of the
+ * client area.
+ * @param[in] ypos The desired y-coordinate, relative to the top edge of the
+ * client area.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @remark @x11 Due to the asynchronous nature of X11, it may take a moment for
+ * the window focus event to arrive. This means you may not be able to set the
+ * cursor position directly after window creation.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_pos
+ * @sa glfwGetCursorPos
+ *
+ * @since Added in version 3.0. Replaces `glfwSetMousePos`.
+ *
+ * @ingroup input
+ */
+GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos);
+
+/*! @brief Creates a custom cursor.
+ *
+ * Creates a new custom cursor image that can be set for a window with @ref
+ * glfwSetCursor. The cursor can be destroyed with @ref glfwDestroyCursor.
+ * Any remaining cursors are destroyed by @ref glfwTerminate.
+ *
+ * The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight
+ * bits per channel. They are arranged canonically as packed sequential rows,
+ * starting from the top-left corner.
+ *
+ * The cursor hotspot is specified in pixels, relative to the upper-left corner
+ * of the cursor image. Like all other coordinate systems in GLFW, the X-axis
+ * points to the right and the Y-axis points down.
+ *
+ * @param[in] image The desired cursor image.
+ * @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot.
+ * @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot.
+ * @return The handle of the created cursor, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The specified image data is copied before this function
+ * returns.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_object
+ * @sa glfwDestroyCursor
+ * @sa glfwCreateStandardCursor
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot);
+
+/*! @brief Creates a cursor with a standard shape.
+ *
+ * Returns a cursor with a [standard shape](@ref shapes), that can be set for
+ * a window with @ref glfwSetCursor.
+ *
+ * @param[in] shape One of the [standard shapes](@ref shapes).
+ * @return A new cursor ready to use or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_object
+ * @sa glfwCreateCursor
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape);
+
+/*! @brief Destroys a cursor.
+ *
+ * This function destroys a cursor previously created with @ref
+ * glfwCreateCursor. Any remaining cursors will be destroyed by @ref
+ * glfwTerminate.
+ *
+ * @param[in] cursor The cursor object to destroy.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @reentrancy This function must not be called from a callback.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_object
+ * @sa glfwCreateCursor
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor);
+
+/*! @brief Sets the cursor for the window.
+ *
+ * This function sets the cursor image to be used when the cursor is over the
+ * client area of the specified window. The set cursor will only be visible
+ * when the [cursor mode](@ref cursor_mode) of the window is
+ * `GLFW_CURSOR_NORMAL`.
+ *
+ * On some platforms, the set cursor may not be visible unless the window also
+ * has input focus.
+ *
+ * @param[in] window The window to set the cursor for.
+ * @param[in] cursor The cursor to set, or `NULL` to switch back to the default
+ * arrow cursor.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_object
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor);
+
+/*! @brief Sets the key callback.
+ *
+ * This function sets the key callback of the specified window, which is called
+ * when a key is pressed, repeated or released.
+ *
+ * The key functions deal with physical keys, with layout independent
+ * [key tokens](@ref keys) named after their values in the standard US keyboard
+ * layout. If you want to input text, use the
+ * [character callback](@ref glfwSetCharCallback) instead.
+ *
+ * When a window loses input focus, it will generate synthetic key release
+ * events for all pressed keys. You can tell these events from user-generated
+ * events by the fact that the synthetic ones are generated after the focus
+ * loss event has been processed, i.e. after the
+ * [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
+ *
+ * The scancode of a key is specific to that platform or sometimes even to that
+ * machine. Scancodes are intended to allow users to bind keys that don't have
+ * a GLFW key token. Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their
+ * state is not saved and so it cannot be queried with @ref glfwGetKey.
+ *
+ * Sometimes GLFW needs to generate synthetic key events, in which case the
+ * scancode may be zero.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new key callback, or `NULL` to remove the currently
+ * set callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref input_key
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter and return value.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun cbfun);
+
+/*! @brief Sets the Unicode character callback.
+ *
+ * This function sets the character callback of the specified window, which is
+ * called when a Unicode character is input.
+ *
+ * The character callback is intended for Unicode text input. As it deals with
+ * characters, it is keyboard layout dependent, whereas the
+ * [key callback](@ref glfwSetKeyCallback) is not. Characters do not map 1:1
+ * to physical keys, as a key may produce zero, one or more characters. If you
+ * want to know whether a specific physical key was pressed or released, see
+ * the key callback instead.
+ *
+ * The character callback behaves as system text input normally does and will
+ * not be called if modifier keys are held down that would prevent normal text
+ * input on that platform, for example a Super (Command) key on OS X or Alt key
+ * on Windows. There is a
+ * [character with modifiers callback](@ref glfwSetCharModsCallback) that
+ * receives these events.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref input_char
+ *
+ * @since Added in version 2.4.
+ * @glfw3 Added window handle parameter and return value.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun cbfun);
+
+/*! @brief Sets the Unicode character with modifiers callback.
+ *
+ * This function sets the character with modifiers callback of the specified
+ * window, which is called when a Unicode character is input regardless of what
+ * modifier keys are used.
+ *
+ * The character with modifiers callback is intended for implementing custom
+ * Unicode character input. For regular Unicode text input, see the
+ * [character callback](@ref glfwSetCharCallback). Like the character
+ * callback, the character with modifiers callback deals with characters and is
+ * keyboard layout dependent. Characters do not map 1:1 to physical keys, as
+ * a key may produce zero, one or more characters. If you want to know whether
+ * a specific physical key was pressed or released, see the
+ * [key callback](@ref glfwSetKeyCallback) instead.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or an
+ * error occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref input_char
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun cbfun);
+
+/*! @brief Sets the mouse button callback.
+ *
+ * This function sets the mouse button callback of the specified window, which
+ * is called when a mouse button is pressed or released.
+ *
+ * When a window loses input focus, it will generate synthetic mouse button
+ * release events for all pressed mouse buttons. You can tell these events
+ * from user-generated events by the fact that the synthetic ones are generated
+ * after the focus loss event has been processed, i.e. after the
+ * [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref input_mouse_button
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter and return value.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun cbfun);
+
+/*! @brief Sets the cursor position callback.
+ *
+ * This function sets the cursor position callback of the specified window,
+ * which is called when the cursor is moved. The callback is provided with the
+ * position, in screen coordinates, relative to the upper-left corner of the
+ * client area of the window.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_pos
+ *
+ * @since Added in version 3.0. Replaces `glfwSetMousePosCallback`.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun cbfun);
+
+/*! @brief Sets the cursor enter/exit callback.
+ *
+ * This function sets the cursor boundary crossing callback of the specified
+ * window, which is called when the cursor enters or leaves the client area of
+ * the window.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref cursor_enter
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun cbfun);
+
+/*! @brief Sets the scroll callback.
+ *
+ * This function sets the scroll callback of the specified window, which is
+ * called when a scrolling device is used, such as a mouse wheel or scrolling
+ * area of a touchpad.
+ *
+ * The scroll callback receives all scrolling input, like that from a mouse
+ * wheel or a touchpad scrolling area.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new scroll callback, or `NULL` to remove the currently
+ * set callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref scrolling
+ *
+ * @since Added in version 3.0. Replaces `glfwSetMouseWheelCallback`.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun cbfun);
+
+/*! @brief Sets the file drop callback.
+ *
+ * This function sets the file drop callback of the specified window, which is
+ * called when one or more dragged files are dropped on the window.
+ *
+ * Because the path array and its strings may have been generated specifically
+ * for that event, they are not guaranteed to be valid after the callback has
+ * returned. If you wish to use them after the callback returns, you need to
+ * make a deep copy.
+ *
+ * @param[in] window The window whose callback to set.
+ * @param[in] cbfun The new file drop callback, or `NULL` to remove the
+ * currently set callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref path_drop
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun cbfun);
+
+/*! @brief Returns whether the specified joystick is present.
+ *
+ * This function returns whether the specified joystick is present.
+ *
+ * @param[in] joy The [joystick](@ref joysticks) to query.
+ * @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref joystick
+ *
+ * @since Added in version 3.0. Replaces `glfwGetJoystickParam`.
+ *
+ * @ingroup input
+ */
+GLFWAPI int glfwJoystickPresent(int joy);
+
+/*! @brief Returns the values of all axes of the specified joystick.
+ *
+ * This function returns the values of all axes of the specified joystick.
+ * Each element in the array is a value between -1.0 and 1.0.
+ *
+ * Querying a joystick slot with no device present is not an error, but will
+ * cause this function to return `NULL`. Call @ref glfwJoystickPresent to
+ * check device presence.
+ *
+ * @param[in] joy The [joystick](@ref joysticks) to query.
+ * @param[out] count Where to store the number of axis values in the returned
+ * array. This is set to zero if an error occurred.
+ * @return An array of axis values, or `NULL` if the joystick is not present.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned array is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the specified joystick is
+ * disconnected, this function is called again for that joystick or the library
+ * is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref joystick_axis
+ *
+ * @since Added in version 3.0. Replaces `glfwGetJoystickPos`.
+ *
+ * @ingroup input
+ */
+GLFWAPI const float* glfwGetJoystickAxes(int joy, int* count);
+
+/*! @brief Returns the state of all buttons of the specified joystick.
+ *
+ * This function returns the state of all buttons of the specified joystick.
+ * Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`.
+ *
+ * Querying a joystick slot with no device present is not an error, but will
+ * cause this function to return `NULL`. Call @ref glfwJoystickPresent to
+ * check device presence.
+ *
+ * @param[in] joy The [joystick](@ref joysticks) to query.
+ * @param[out] count Where to store the number of button states in the returned
+ * array. This is set to zero if an error occurred.
+ * @return An array of button states, or `NULL` if the joystick is not present.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned array is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the specified joystick is
+ * disconnected, this function is called again for that joystick or the library
+ * is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref joystick_button
+ *
+ * @since Added in version 2.2.
+ * @glfw3 Changed to return a dynamic array.
+ *
+ * @ingroup input
+ */
+GLFWAPI const unsigned char* glfwGetJoystickButtons(int joy, int* count);
+
+/*! @brief Returns the name of the specified joystick.
+ *
+ * This function returns the name, encoded as UTF-8, of the specified joystick.
+ * The returned string is allocated and freed by GLFW. You should not free it
+ * yourself.
+ *
+ * Querying a joystick slot with no device present is not an error, but will
+ * cause this function to return `NULL`. Call @ref glfwJoystickPresent to
+ * check device presence.
+ *
+ * @param[in] joy The [joystick](@ref joysticks) to query.
+ * @return The UTF-8 encoded name of the joystick, or `NULL` if the joystick
+ * is not present.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned string is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the specified joystick is
+ * disconnected, this function is called again for that joystick or the library
+ * is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref joystick_name
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup input
+ */
+GLFWAPI const char* glfwGetJoystickName(int joy);
+
+/*! @brief Sets the joystick configuration callback.
+ *
+ * This function sets the joystick configuration callback, or removes the
+ * currently set callback. This is called when a joystick is connected to or
+ * disconnected from the system.
+ *
+ * @param[in] cbfun The new callback, or `NULL` to remove the currently set
+ * callback.
+ * @return The previously set callback, or `NULL` if no callback was set or the
+ * library had not been [initialized](@ref intro_init).
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref joystick_event
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup input
+ */
+GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun cbfun);
+
+/*! @brief Sets the clipboard to the specified string.
+ *
+ * This function sets the system clipboard to the specified, UTF-8 encoded
+ * string.
+ *
+ * @param[in] window The window that will own the clipboard contents.
+ * @param[in] string A UTF-8 encoded string.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The specified string is copied before this function
+ * returns.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref clipboard
+ * @sa glfwGetClipboardString
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup input
+ */
+GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string);
+
+/*! @brief Returns the contents of the clipboard as a string.
+ *
+ * This function returns the contents of the system clipboard, if it contains
+ * or is convertible to a UTF-8 encoded string. If the clipboard is empty or
+ * if its contents cannot be converted, `NULL` is returned and a @ref
+ * GLFW_FORMAT_UNAVAILABLE error is generated.
+ *
+ * @param[in] window The window that will request the clipboard contents.
+ * @return The contents of the clipboard as a UTF-8 encoded string, or `NULL`
+ * if an [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @pointer_lifetime The returned string is allocated and freed by GLFW. You
+ * should not free it yourself. It is valid until the next call to @ref
+ * glfwGetClipboardString or @ref glfwSetClipboardString, or until the library
+ * is terminated.
+ *
+ * @thread_safety This function must only be called from the main thread.
+ *
+ * @sa @ref clipboard
+ * @sa glfwSetClipboardString
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup input
+ */
+GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window);
+
+/*! @brief Returns the value of the GLFW timer.
+ *
+ * This function returns the value of the GLFW timer. Unless the timer has
+ * been set using @ref glfwSetTime, the timer measures time elapsed since GLFW
+ * was initialized.
+ *
+ * The resolution of the timer is system dependent, but is usually on the order
+ * of a few micro- or nanoseconds. It uses the highest-resolution monotonic
+ * time source on each supported platform.
+ *
+ * @return The current value, in seconds, or zero if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread. Reading of the
+ * internal timer offset is not atomic.
+ *
+ * @sa @ref time
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup input
+ */
+GLFWAPI double glfwGetTime(void);
+
+/*! @brief Sets the GLFW timer.
+ *
+ * This function sets the value of the GLFW timer. It then continues to count
+ * up from that value. The value must be a positive finite number less than
+ * or equal to 18446744073.0, which is approximately 584.5 years.
+ *
+ * @param[in] time The new value, in seconds.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_INVALID_VALUE.
+ *
+ * @remark The upper limit of the timer is calculated as
+ * floor((2<sup>64</sup> - 1) / 10<sup>9</sup>) and is due to implementations
+ * storing nanoseconds in 64 bits. The limit may be increased in the future.
+ *
+ * @thread_safety This function may be called from any thread. Writing of the
+ * internal timer offset is not atomic.
+ *
+ * @sa @ref time
+ *
+ * @since Added in version 2.2.
+ *
+ * @ingroup input
+ */
+GLFWAPI void glfwSetTime(double time);
+
+/*! @brief Returns the current value of the raw timer.
+ *
+ * This function returns the current value of the raw timer, measured in
+ * 1&nbsp;/&nbsp;frequency seconds. To get the frequency, call @ref
+ * glfwGetTimerFrequency.
+ *
+ * @return The value of the timer, or zero if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref time
+ * @sa glfwGetTimerFrequency
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup input
+ */
+GLFWAPI uint64_t glfwGetTimerValue(void);
+
+/*! @brief Returns the frequency, in Hz, of the raw timer.
+ *
+ * This function returns the frequency, in Hz, of the raw timer.
+ *
+ * @return The frequency of the timer, in Hz, or zero if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref time
+ * @sa glfwGetTimerValue
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup input
+ */
+GLFWAPI uint64_t glfwGetTimerFrequency(void);
+
+/*! @brief Makes the context of the specified window current for the calling
+ * thread.
+ *
+ * This function makes the OpenGL or OpenGL ES context of the specified window
+ * current on the calling thread. A context can only be made current on
+ * a single thread at a time and each thread can have only a single current
+ * context at a time.
+ *
+ * By default, making a context non-current implicitly forces a pipeline flush.
+ * On machines that support `GL_KHR_context_flush_control`, you can control
+ * whether a context performs this flush by setting the
+ * [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref window_hints_ctx) window hint.
+ *
+ * The specified window must have an OpenGL or OpenGL ES context. Specifying
+ * a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
+ * error.
+ *
+ * @param[in] window The window whose context to make current, or `NULL` to
+ * detach the current context.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref context_current
+ * @sa glfwGetCurrentContext
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup context
+ */
+GLFWAPI void glfwMakeContextCurrent(GLFWwindow* window);
+
+/*! @brief Returns the window whose context is current on the calling thread.
+ *
+ * This function returns the window whose OpenGL or OpenGL ES context is
+ * current on the calling thread.
+ *
+ * @return The window whose context is current, or `NULL` if no window's
+ * context is current.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref context_current
+ * @sa glfwMakeContextCurrent
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup context
+ */
+GLFWAPI GLFWwindow* glfwGetCurrentContext(void);
+
+/*! @brief Swaps the front and back buffers of the specified window.
+ *
+ * This function swaps the front and back buffers of the specified window when
+ * rendering with OpenGL or OpenGL ES. If the swap interval is greater than
+ * zero, the GPU driver waits the specified number of screen updates before
+ * swapping the buffers.
+ *
+ * The specified window must have an OpenGL or OpenGL ES context. Specifying
+ * a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT
+ * error.
+ *
+ * This function does not apply to Vulkan. If you are rendering with Vulkan,
+ * see `vkQueuePresentKHR` instead.
+ *
+ * @param[in] window The window whose buffers to swap.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remark __EGL:__ The context of the specified window must be current on the
+ * calling thread.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref buffer_swap
+ * @sa glfwSwapInterval
+ *
+ * @since Added in version 1.0.
+ * @glfw3 Added window handle parameter.
+ *
+ * @ingroup window
+ */
+GLFWAPI void glfwSwapBuffers(GLFWwindow* window);
+
+/*! @brief Sets the swap interval for the current context.
+ *
+ * This function sets the swap interval for the current OpenGL or OpenGL ES
+ * context, i.e. the number of screen updates to wait from the time @ref
+ * glfwSwapBuffers was called before swapping the buffers and returning. This
+ * is sometimes called _vertical synchronization_, _vertical retrace
+ * synchronization_ or just _vsync_.
+ *
+ * Contexts that support either of the `WGL_EXT_swap_control_tear` and
+ * `GLX_EXT_swap_control_tear` extensions also accept negative swap intervals,
+ * which allow the driver to swap even if a frame arrives a little bit late.
+ * You can check for the presence of these extensions using @ref
+ * glfwExtensionSupported. For more information about swap tearing, see the
+ * extension specifications.
+ *
+ * A context must be current on the calling thread. Calling this function
+ * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+ *
+ * This function does not apply to Vulkan. If you are rendering with Vulkan,
+ * see the present mode of your swapchain instead.
+ *
+ * @param[in] interval The minimum number of screen updates to wait for
+ * until the buffers are swapped by @ref glfwSwapBuffers.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remark This function is not called during context creation, leaving the
+ * swap interval set to whatever is the default on that platform. This is done
+ * because some swap interval extensions used by GLFW do not allow the swap
+ * interval to be reset to zero once it has been set to a non-zero value.
+ *
+ * @remark Some GPU drivers do not honor the requested swap interval, either
+ * because of a user setting that overrides the application's request or due to
+ * bugs in the driver.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref buffer_swap
+ * @sa glfwSwapBuffers
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup context
+ */
+GLFWAPI void glfwSwapInterval(int interval);
+
+/*! @brief Returns whether the specified extension is available.
+ *
+ * This function returns whether the specified
+ * [API extension](@ref context_glext) is supported by the current OpenGL or
+ * OpenGL ES context. It searches both for client API extension and context
+ * creation API extensions.
+ *
+ * A context must be current on the calling thread. Calling this function
+ * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+ *
+ * As this functions retrieves and searches one or more extension strings each
+ * call, it is recommended that you cache its results if it is going to be used
+ * frequently. The extension strings will not change during the lifetime of
+ * a context, so there is no danger in doing this.
+ *
+ * This function does not apply to Vulkan. If you are using Vulkan, see @ref
+ * glfwGetRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties`
+ * and `vkEnumerateDeviceExtensionProperties` instead.
+ *
+ * @param[in] extension The ASCII encoded name of the extension.
+ * @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE`
+ * otherwise.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_NO_CURRENT_CONTEXT, @ref GLFW_INVALID_VALUE and @ref
+ * GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref context_glext
+ * @sa glfwGetProcAddress
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup context
+ */
+GLFWAPI int glfwExtensionSupported(const char* extension);
+
+/*! @brief Returns the address of the specified function for the current
+ * context.
+ *
+ * This function returns the address of the specified OpenGL or OpenGL ES
+ * [core or extension function](@ref context_glext), if it is supported
+ * by the current context.
+ *
+ * A context must be current on the calling thread. Calling this function
+ * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error.
+ *
+ * This function does not apply to Vulkan. If you are rendering with Vulkan,
+ * see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and
+ * `vkGetDeviceProcAddr` instead.
+ *
+ * @param[in] procname The ASCII encoded name of the function.
+ * @return The address of the function, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remark The address of a given function is not guaranteed to be the same
+ * between contexts.
+ *
+ * @remark This function may return a non-`NULL` address despite the
+ * associated version or extension not being available. Always check the
+ * context version or extension string first.
+ *
+ * @pointer_lifetime The returned function pointer is valid until the context
+ * is destroyed or the library is terminated.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref context_glext
+ * @sa glfwExtensionSupported
+ *
+ * @since Added in version 1.0.
+ *
+ * @ingroup context
+ */
+GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname);
+
+/*! @brief Returns whether the Vulkan loader has been found.
+ *
+ * This function returns whether the Vulkan loader has been found. This check
+ * is performed by @ref glfwInit.
+ *
+ * The availability of a Vulkan loader does not by itself guarantee that window
+ * surface creation or even device creation is possible. Call @ref
+ * glfwGetRequiredInstanceExtensions to check whether the extensions necessary
+ * for Vulkan surface creation are available and @ref
+ * glfwGetPhysicalDevicePresentationSupport to check whether a queue family of
+ * a physical device supports image presentation.
+ *
+ * @return `GLFW_TRUE` if Vulkan is available, or `GLFW_FALSE` otherwise.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref vulkan_support
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup vulkan
+ */
+GLFWAPI int glfwVulkanSupported(void);
+
+/*! @brief Returns the Vulkan instance extensions required by GLFW.
+ *
+ * This function returns an array of names of Vulkan instance extensions required
+ * by GLFW for creating Vulkan surfaces for GLFW windows. If successful, the
+ * list will always contains `VK_KHR_surface`, so if you don't require any
+ * additional extensions you can pass this list directly to the
+ * `VkInstanceCreateInfo` struct.
+ *
+ * If Vulkan is not available on the machine, this function returns `NULL` and
+ * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported
+ * to check whether Vulkan is available.
+ *
+ * If Vulkan is available but no set of extensions allowing window surface
+ * creation was found, this function returns `NULL`. You may still use Vulkan
+ * for off-screen rendering and compute work.
+ *
+ * @param[out] count Where to store the number of extensions in the returned
+ * array. This is set to zero if an error occurred.
+ * @return An array of ASCII encoded extension names, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_API_UNAVAILABLE.
+ *
+ * @remarks Additional extensions may be required by future versions of GLFW.
+ * You should check if any extensions you wish to enable are already in the
+ * returned array, as it is an error to specify an extension more than once in
+ * the `VkInstanceCreateInfo` struct.
+ *
+ * @pointer_lifetime The returned array is allocated and freed by GLFW. You
+ * should not free it yourself. It is guaranteed to be valid only until the
+ * library is terminated.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref vulkan_ext
+ * @sa glfwCreateWindowSurface
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup vulkan
+ */
+GLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count);
+
+#if defined(VK_VERSION_1_0)
+
+/*! @brief Returns the address of the specified Vulkan instance function.
+ *
+ * This function returns the address of the specified Vulkan core or extension
+ * function for the specified instance. If instance is set to `NULL` it can
+ * return any function exported from the Vulkan loader, including at least the
+ * following functions:
+ *
+ * - `vkEnumerateInstanceExtensionProperties`
+ * - `vkEnumerateInstanceLayerProperties`
+ * - `vkCreateInstance`
+ * - `vkGetInstanceProcAddr`
+ *
+ * If Vulkan is not available on the machine, this function returns `NULL` and
+ * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported
+ * to check whether Vulkan is available.
+ *
+ * This function is equivalent to calling `vkGetInstanceProcAddr` with
+ * a platform-specific query of the Vulkan loader as a fallback.
+ *
+ * @param[in] instance The Vulkan instance to query, or `NULL` to retrieve
+ * functions related to instance creation.
+ * @param[in] procname The ASCII encoded name of the function.
+ * @return The address of the function, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
+ * GLFW_API_UNAVAILABLE.
+ *
+ * @pointer_lifetime The returned function pointer is valid until the library
+ * is terminated.
+ *
+ * @thread_safety This function may be called from any thread.
+ *
+ * @sa @ref vulkan_proc
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup vulkan
+ */
+GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname);
+
+/*! @brief Returns whether the specified queue family can present images.
+ *
+ * This function returns whether the specified queue family of the specified
+ * physical device supports presentation to the platform GLFW was built for.
+ *
+ * If Vulkan or the required window surface creation instance extensions are
+ * not available on the machine, or if the specified instance was not created
+ * with the required extensions, this function returns `GLFW_FALSE` and
+ * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported
+ * to check whether Vulkan is available and @ref
+ * glfwGetRequiredInstanceExtensions to check what instance extensions are
+ * required.
+ *
+ * @param[in] instance The instance that the physical device belongs to.
+ * @param[in] device The physical device that the queue family belongs to.
+ * @param[in] queuefamily The index of the queue family to query.
+ * @return `GLFW_TRUE` if the queue family supports presentation, or
+ * `GLFW_FALSE` otherwise.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @thread_safety This function may be called from any thread. For
+ * synchronization details of Vulkan objects, see the Vulkan specification.
+ *
+ * @sa @ref vulkan_present
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup vulkan
+ */
+GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily);
+
+/*! @brief Creates a Vulkan surface for the specified window.
+ *
+ * This function creates a Vulkan surface for the specified window.
+ *
+ * If the Vulkan loader was not found at initialization, this function returns
+ * `VK_ERROR_INITIALIZATION_FAILED` and generates a @ref GLFW_API_UNAVAILABLE
+ * error. Call @ref glfwVulkanSupported to check whether the Vulkan loader was
+ * found.
+ *
+ * If the required window surface creation instance extensions are not
+ * available or if the specified instance was not created with these extensions
+ * enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT` and
+ * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref
+ * glfwGetRequiredInstanceExtensions to check what instance extensions are
+ * required.
+ *
+ * The window surface must be destroyed before the specified Vulkan instance.
+ * It is the responsibility of the caller to destroy the window surface. GLFW
+ * does not destroy it for you. Call `vkDestroySurfaceKHR` to destroy the
+ * surface.
+ *
+ * @param[in] instance The Vulkan instance to create the surface in.
+ * @param[in] window The window to create the surface for.
+ * @param[in] allocator The allocator to use, or `NULL` to use the default
+ * allocator.
+ * @param[out] surface Where to store the handle of the surface. This is set
+ * to `VK_NULL_HANDLE` if an error occurred.
+ * @return `VK_SUCCESS` if successful, or a Vulkan error code if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
+ * GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR.
+ *
+ * @remarks If an error occurs before the creation call is made, GLFW returns
+ * the Vulkan error code most appropriate for the error. Appropriate use of
+ * @ref glfwVulkanSupported and @ref glfwGetRequiredInstanceExtensions should
+ * eliminate almost all occurrences of these errors.
+ *
+ * @thread_safety This function may be called from any thread. For
+ * synchronization details of Vulkan objects, see the Vulkan specification.
+ *
+ * @sa @ref vulkan_surface
+ * @sa glfwGetRequiredInstanceExtensions
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup vulkan
+ */
+GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface);
+
+#endif /*VK_VERSION_1_0*/
+
+
+/*************************************************************************
+ * Global definition cleanup
+ *************************************************************************/
+
+/* ------------------- BEGIN SYSTEM/COMPILER SPECIFIC -------------------- */
+
+#ifdef GLFW_WINGDIAPI_DEFINED
+ #undef WINGDIAPI
+ #undef GLFW_WINGDIAPI_DEFINED
+#endif
+
+#ifdef GLFW_CALLBACK_DEFINED
+ #undef CALLBACK
+ #undef GLFW_CALLBACK_DEFINED
+#endif
+
+/* -------------------- END SYSTEM/COMPILER SPECIFIC --------------------- */
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* _glfw3_h_ */
+
diff --git a/lib/imgui-1.92.6/examples/libs/glfw/include/GLFW/glfw3native.h b/lib/imgui-1.92.6/examples/libs/glfw/include/GLFW/glfw3native.h
new file mode 100644
index 0000000..9fa955e
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/libs/glfw/include/GLFW/glfw3native.h
@@ -0,0 +1,456 @@
+/*************************************************************************
+ * GLFW 3.2 - www.glfw.org
+ * A library for OpenGL, window and input
+ *------------------------------------------------------------------------
+ * Copyright (c) 2002-2006 Marcus Geelnard
+ * Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty. In no event will the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Permission is granted to anyone to use this software for any purpose,
+ * including commercial applications, and to alter it and redistribute it
+ * freely, subject to the following restrictions:
+ *
+ * 1. The origin of this software must not be misrepresented; you must not
+ * claim that you wrote the original software. If you use this software
+ * in a product, an acknowledgment in the product documentation would
+ * be appreciated but is not required.
+ *
+ * 2. Altered source versions must be plainly marked as such, and must not
+ * be misrepresented as being the original software.
+ *
+ * 3. This notice may not be removed or altered from any source
+ * distribution.
+ *
+ *************************************************************************/
+
+#ifndef _glfw3_native_h_
+#define _glfw3_native_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/*************************************************************************
+ * Doxygen documentation
+ *************************************************************************/
+
+/*! @file glfw3native.h
+ * @brief The header of the native access functions.
+ *
+ * This is the header file of the native access functions. See @ref native for
+ * more information.
+ */
+/*! @defgroup native Native access
+ *
+ * **By using the native access functions you assert that you know what you're
+ * doing and how to fix problems caused by using them. If you don't, you
+ * shouldn't be using them.**
+ *
+ * Before the inclusion of @ref glfw3native.h, you may define exactly one
+ * window system API macro and zero or more context creation API macros.
+ *
+ * The chosen backends must match those the library was compiled for. Failure
+ * to do this will cause a link-time error.
+ *
+ * The available window API macros are:
+ * * `GLFW_EXPOSE_NATIVE_WIN32`
+ * * `GLFW_EXPOSE_NATIVE_COCOA`
+ * * `GLFW_EXPOSE_NATIVE_X11`
+ * * `GLFW_EXPOSE_NATIVE_WAYLAND`
+ * * `GLFW_EXPOSE_NATIVE_MIR`
+ *
+ * The available context API macros are:
+ * * `GLFW_EXPOSE_NATIVE_WGL`
+ * * `GLFW_EXPOSE_NATIVE_NSGL`
+ * * `GLFW_EXPOSE_NATIVE_GLX`
+ * * `GLFW_EXPOSE_NATIVE_EGL`
+ *
+ * These macros select which of the native access functions that are declared
+ * and which platform-specific headers to include. It is then up your (by
+ * definition platform-specific) code to handle which of these should be
+ * defined.
+ */
+
+
+/*************************************************************************
+ * System headers and types
+ *************************************************************************/
+
+#if defined(GLFW_EXPOSE_NATIVE_WIN32)
+ // This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
+ // example to allow applications to correctly declare a GL_ARB_debug_output
+ // callback) but windows.h assumes no one will define APIENTRY before it does
+ #undef APIENTRY
+ #include <windows.h>
+#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
+ #include <ApplicationServices/ApplicationServices.h>
+ #if defined(__OBJC__)
+ #import <Cocoa/Cocoa.h>
+ #else
+ typedef void* id;
+ #endif
+#elif defined(GLFW_EXPOSE_NATIVE_X11)
+ #include <X11/Xlib.h>
+ #include <X11/extensions/Xrandr.h>
+#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
+ #include <wayland-client.h>
+#elif defined(GLFW_EXPOSE_NATIVE_MIR)
+ #include <mir_toolkit/mir_client_library.h>
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_WGL)
+ /* WGL is declared by windows.h */
+#endif
+#if defined(GLFW_EXPOSE_NATIVE_NSGL)
+ /* NSGL is declared by Cocoa.h */
+#endif
+#if defined(GLFW_EXPOSE_NATIVE_GLX)
+ #include <GL/glx.h>
+#endif
+#if defined(GLFW_EXPOSE_NATIVE_EGL)
+ #include <EGL/egl.h>
+#endif
+
+
+/*************************************************************************
+ * Functions
+ *************************************************************************/
+
+#if defined(GLFW_EXPOSE_NATIVE_WIN32)
+/*! @brief Returns the adapter device name of the specified monitor.
+ *
+ * @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
+ * of the specified monitor, or `NULL` if an [error](@ref error_handling)
+ * occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup native
+ */
+GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
+
+/*! @brief Returns the display device name of the specified monitor.
+ *
+ * @return The UTF-8 encoded display device name (for example
+ * `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup native
+ */
+GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `HWND` of the specified window.
+ *
+ * @return The `HWND` of the specified window, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_WGL)
+/*! @brief Returns the `HGLRC` of the specified window.
+ *
+ * @return The `HGLRC` of the specified window, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_COCOA)
+/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
+ *
+ * @return The `CGDirectDisplayID` of the specified monitor, or
+ * `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup native
+ */
+GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `NSWindow` of the specified window.
+ *
+ * @return The `NSWindow` of the specified window, or `nil` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_NSGL)
+/*! @brief Returns the `NSOpenGLContext` of the specified window.
+ *
+ * @return The `NSOpenGLContext` of the specified window, or `nil` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_X11)
+/*! @brief Returns the `Display` used by GLFW.
+ *
+ * @return The `Display` used by GLFW, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI Display* glfwGetX11Display(void);
+
+/*! @brief Returns the `RRCrtc` of the specified monitor.
+ *
+ * @return The `RRCrtc` of the specified monitor, or `None` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup native
+ */
+GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
+
+/*! @brief Returns the `RROutput` of the specified monitor.
+ *
+ * @return The `RROutput` of the specified monitor, or `None` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.1.
+ *
+ * @ingroup native
+ */
+GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `Window` of the specified window.
+ *
+ * @return The `Window` of the specified window, or `None` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_GLX)
+/*! @brief Returns the `GLXContext` of the specified window.
+ *
+ * @return The `GLXContext` of the specified window, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
+
+/*! @brief Returns the `GLXWindow` of the specified window.
+ *
+ * @return The `GLXWindow` of the specified window, or `None` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup native
+ */
+GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
+/*! @brief Returns the `struct wl_display*` used by GLFW.
+ *
+ * @return The `struct wl_display*` used by GLFW, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup native
+ */
+GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
+
+/*! @brief Returns the `struct wl_output*` of the specified monitor.
+ *
+ * @return The `struct wl_output*` of the specified monitor, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup native
+ */
+GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the main `struct wl_surface*` of the specified window.
+ *
+ * @return The main `struct wl_surface*` of the specified window, or `NULL` if
+ * an [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup native
+ */
+GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_MIR)
+/*! @brief Returns the `MirConnection*` used by GLFW.
+ *
+ * @return The `MirConnection*` used by GLFW, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup native
+ */
+GLFWAPI MirConnection* glfwGetMirDisplay(void);
+
+/*! @brief Returns the Mir output ID of the specified monitor.
+ *
+ * @return The Mir output ID of the specified monitor, or zero if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup native
+ */
+GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor);
+
+/*! @brief Returns the `MirSurface*` of the specified window.
+ *
+ * @return The `MirSurface*` of the specified window, or `NULL` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.2.
+ *
+ * @ingroup native
+ */
+GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window);
+#endif
+
+#if defined(GLFW_EXPOSE_NATIVE_EGL)
+/*! @brief Returns the `EGLDisplay` used by GLFW.
+ *
+ * @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
+
+/*! @brief Returns the `EGLContext` of the specified window.
+ *
+ * @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
+
+/*! @brief Returns the `EGLSurface` of the specified window.
+ *
+ * @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
+ * [error](@ref error_handling) occurred.
+ *
+ * @thread_safety This function may be called from any thread. Access is not
+ * synchronized.
+ *
+ * @since Added in version 3.0.
+ *
+ * @ingroup native
+ */
+GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
+#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* _glfw3_native_h_ */
+
diff --git a/lib/imgui-1.92.6/examples/libs/glfw/lib-vc2010-32/glfw3.lib b/lib/imgui-1.92.6/examples/libs/glfw/lib-vc2010-32/glfw3.lib
new file mode 100644
index 0000000..348abec
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/libs/glfw/lib-vc2010-32/glfw3.lib
Binary files differ
diff --git a/lib/imgui-1.92.6/examples/libs/glfw/lib-vc2010-64/glfw3.lib b/lib/imgui-1.92.6/examples/libs/glfw/lib-vc2010-64/glfw3.lib
new file mode 100644
index 0000000..768f308
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/libs/glfw/lib-vc2010-64/glfw3.lib
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diff --git a/lib/imgui-1.92.6/examples/libs/usynergy/README.txt b/lib/imgui-1.92.6/examples/libs/usynergy/README.txt
new file mode 100644
index 0000000..c86b909
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/libs/usynergy/README.txt
@@ -0,0 +1,8 @@
+
+uSynergy client -- Implementation for the embedded Synergy client library
+version 1.0.0, July 7th, 2012
+Copyright (c) 2012 Alex Evans
+
+This is a copy of the files once found at:
+ https://github.com/symless/synergy-core/tree/790d108a56ada9caad8e56ff777d444485a69da9/src/micro
+
diff --git a/lib/imgui-1.92.6/examples/libs/usynergy/uSynergy.c b/lib/imgui-1.92.6/examples/libs/usynergy/uSynergy.c
new file mode 100644
index 0000000..8dce47b
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/libs/usynergy/uSynergy.c
@@ -0,0 +1,636 @@
+/*
+uSynergy client -- Implementation for the embedded Synergy client library
+ version 1.0.0, July 7th, 2012
+
+Copyright (c) 2012 Alex Evans
+
+This software is provided 'as-is', without any express or implied
+warranty. In no event will the authors be held liable for any damages
+arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it
+freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+
+ 3. This notice may not be removed or altered from any source
+ distribution.
+*/
+#include "uSynergy.h"
+#include <stdio.h>
+#include <string.h>
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Internal helpers
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Read 16 bit integer in network byte order and convert to native byte order
+**/
+static int16_t sNetToNative16(const unsigned char *value)
+{
+#ifdef USYNERGY_LITTLE_ENDIAN
+ return value[1] | (value[0] << 8);
+#else
+ return value[0] | (value[1] << 8);
+#endif
+}
+
+
+
+/**
+@brief Read 32 bit integer in network byte order and convert to native byte order
+**/
+static int32_t sNetToNative32(const unsigned char *value)
+{
+#ifdef USYNERGY_LITTLE_ENDIAN
+ return value[3] | (value[2] << 8) | (value[1] << 16) | (value[0] << 24);
+#else
+ return value[0] | (value[1] << 8) | (value[2] << 16) | (value[3] << 24);
+#endif
+}
+
+
+
+/**
+@brief Trace text to client
+**/
+static void sTrace(uSynergyContext *context, const char* text)
+{
+ // Don't trace if we don't have a trace function
+ if (context->m_traceFunc != 0L)
+ context->m_traceFunc(context->m_cookie, text);
+}
+
+
+
+/**
+@brief Add string to reply packet
+**/
+static void sAddString(uSynergyContext *context, const char *string)
+{
+ size_t len = strlen(string);
+ memcpy(context->m_replyCur, string, len);
+ context->m_replyCur += len;
+}
+
+
+
+/**
+@brief Add uint8 to reply packet
+**/
+static void sAddUInt8(uSynergyContext *context, uint8_t value)
+{
+ *context->m_replyCur++ = value;
+}
+
+
+
+/**
+@brief Add uint16 to reply packet
+**/
+static void sAddUInt16(uSynergyContext *context, uint16_t value)
+{
+ uint8_t *reply = context->m_replyCur;
+ *reply++ = (uint8_t)(value >> 8);
+ *reply++ = (uint8_t)value;
+ context->m_replyCur = reply;
+}
+
+
+
+/**
+@brief Add uint32 to reply packet
+**/
+static void sAddUInt32(uSynergyContext *context, uint32_t value)
+{
+ uint8_t *reply = context->m_replyCur;
+ *reply++ = (uint8_t)(value >> 24);
+ *reply++ = (uint8_t)(value >> 16);
+ *reply++ = (uint8_t)(value >> 8);
+ *reply++ = (uint8_t)value;
+ context->m_replyCur = reply;
+}
+
+
+
+/**
+@brief Send reply packet
+**/
+static uSynergyBool sSendReply(uSynergyContext *context)
+{
+ // Set header size
+ uint8_t *reply_buf = context->m_replyBuffer;
+ uint32_t reply_len = (uint32_t)(context->m_replyCur - reply_buf); /* Total size of reply */
+ uint32_t body_len = reply_len - 4; /* Size of body */
+ uSynergyBool ret;
+ reply_buf[0] = (uint8_t)(body_len >> 24);
+ reply_buf[1] = (uint8_t)(body_len >> 16);
+ reply_buf[2] = (uint8_t)(body_len >> 8);
+ reply_buf[3] = (uint8_t)body_len;
+
+ // Send reply
+ ret = context->m_sendFunc(context->m_cookie, context->m_replyBuffer, reply_len);
+
+ // Reset reply buffer write pointer
+ context->m_replyCur = context->m_replyBuffer+4;
+ return ret;
+}
+
+
+
+/**
+@brief Call mouse callback after a mouse event
+**/
+static void sSendMouseCallback(uSynergyContext *context)
+{
+ // Skip if no callback is installed
+ if (context->m_mouseCallback == 0L)
+ return;
+
+ // Send callback
+ context->m_mouseCallback(context->m_cookie, context->m_mouseX, context->m_mouseY, context->m_mouseWheelX,
+ context->m_mouseWheelY, context->m_mouseButtonLeft, context->m_mouseButtonRight, context->m_mouseButtonMiddle);
+}
+
+
+
+/**
+@brief Send keyboard callback when a key has been pressed or released
+**/
+static void sSendKeyboardCallback(uSynergyContext *context, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
+{
+ // Skip if no callback is installed
+ if (context->m_keyboardCallback == 0L)
+ return;
+
+ // Send callback
+ context->m_keyboardCallback(context->m_cookie, key, modifiers, down, repeat);
+}
+
+
+
+/**
+@brief Send joystick callback
+**/
+static void sSendJoystickCallback(uSynergyContext *context, uint8_t joyNum)
+{
+ int8_t *sticks;
+
+ // Skip if no callback is installed
+ if (context->m_joystickCallback == 0L)
+ return;
+
+ // Send callback
+ sticks = context->m_joystickSticks[joyNum];
+ context->m_joystickCallback(context->m_cookie, joyNum, context->m_joystickButtons[joyNum], sticks[0], sticks[1], sticks[2], sticks[3]);
+}
+
+
+
+/**
+@brief Parse a single client message, update state, send callbacks and send replies
+**/
+#define USYNERGY_IS_PACKET(pkt_id) memcmp(message+4, pkt_id, 4)==0
+static void sProcessMessage(uSynergyContext *context, const uint8_t *message)
+{
+ // We have a packet!
+ if (memcmp(message+4, "Synergy", 7)==0)
+ {
+ // Welcome message
+ // kMsgHello = "Synergy%2i%2i"
+ // kMsgHelloBack = "Synergy%2i%2i%s"
+ sAddString(context, "Synergy");
+ sAddUInt16(context, USYNERGY_PROTOCOL_MAJOR);
+ sAddUInt16(context, USYNERGY_PROTOCOL_MINOR);
+ sAddUInt32(context, (uint32_t)strlen(context->m_clientName));
+ sAddString(context, context->m_clientName);
+ if (!sSendReply(context))
+ {
+ // Send reply failed, let's try to reconnect
+ sTrace(context, "SendReply failed, trying to reconnect in a second");
+ context->m_connected = USYNERGY_FALSE;
+ context->m_sleepFunc(context->m_cookie, 1000);
+ }
+ else
+ {
+ // Let's assume we're connected
+ char buffer[256+1];
+ sprintf(buffer, "Connected as client \"%s\"", context->m_clientName);
+ sTrace(context, buffer);
+ context->m_hasReceivedHello = USYNERGY_TRUE;
+ }
+ return;
+ }
+ else if (USYNERGY_IS_PACKET("QINF"))
+ {
+ // Screen info. Reply with DINF
+ // kMsgQInfo = "QINF"
+ // kMsgDInfo = "DINF%2i%2i%2i%2i%2i%2i%2i"
+ uint16_t x = 0, y = 0, warp = 0;
+ sAddString(context, "DINF");
+ sAddUInt16(context, x);
+ sAddUInt16(context, y);
+ sAddUInt16(context, context->m_clientWidth);
+ sAddUInt16(context, context->m_clientHeight);
+ sAddUInt16(context, warp);
+ sAddUInt16(context, 0); // mx?
+ sAddUInt16(context, 0); // my?
+ sSendReply(context);
+ return;
+ }
+ else if (USYNERGY_IS_PACKET("CIAK"))
+ {
+ // Do nothing?
+ // kMsgCInfoAck = "CIAK"
+ return;
+ }
+ else if (USYNERGY_IS_PACKET("CROP"))
+ {
+ // Do nothing?
+ // kMsgCResetOptions = "CROP"
+ return;
+ }
+ else if (USYNERGY_IS_PACKET("CINN"))
+ {
+ // Screen enter. Reply with CNOP
+ // kMsgCEnter = "CINN%2i%2i%4i%2i"
+
+ // Obtain the Synergy sequence number
+ context->m_sequenceNumber = sNetToNative32(message + 12);
+ context->m_isCaptured = USYNERGY_TRUE;
+
+ // Call callback
+ if (context->m_screenActiveCallback != 0L)
+ context->m_screenActiveCallback(context->m_cookie, USYNERGY_TRUE);
+ }
+ else if (USYNERGY_IS_PACKET("COUT"))
+ {
+ // Screen leave
+ // kMsgCLeave = "COUT"
+ context->m_isCaptured = USYNERGY_FALSE;
+
+ // Call callback
+ if (context->m_screenActiveCallback != 0L)
+ context->m_screenActiveCallback(context->m_cookie, USYNERGY_FALSE);
+ }
+ else if (USYNERGY_IS_PACKET("DMDN"))
+ {
+ // Mouse down
+ // kMsgDMouseDown = "DMDN%1i"
+ char btn = message[8]-1;
+ if (btn==2)
+ context->m_mouseButtonRight = USYNERGY_TRUE;
+ else if (btn==1)
+ context->m_mouseButtonMiddle = USYNERGY_TRUE;
+ else
+ context->m_mouseButtonLeft = USYNERGY_TRUE;
+ sSendMouseCallback(context);
+ }
+ else if (USYNERGY_IS_PACKET("DMUP"))
+ {
+ // Mouse up
+ // kMsgDMouseUp = "DMUP%1i"
+ char btn = message[8]-1;
+ if (btn==2)
+ context->m_mouseButtonRight = USYNERGY_FALSE;
+ else if (btn==1)
+ context->m_mouseButtonMiddle = USYNERGY_FALSE;
+ else
+ context->m_mouseButtonLeft = USYNERGY_FALSE;
+ sSendMouseCallback(context);
+ }
+ else if (USYNERGY_IS_PACKET("DMMV"))
+ {
+ // Mouse move. Reply with CNOP
+ // kMsgDMouseMove = "DMMV%2i%2i"
+ context->m_mouseX = sNetToNative16(message+8);
+ context->m_mouseY = sNetToNative16(message+10);
+ sSendMouseCallback(context);
+ }
+ else if (USYNERGY_IS_PACKET("DMWM"))
+ {
+ // Mouse wheel
+ // kMsgDMouseWheel = "DMWM%2i%2i"
+ // kMsgDMouseWheel1_0 = "DMWM%2i"
+ context->m_mouseWheelX += sNetToNative16(message+8);
+ context->m_mouseWheelY += sNetToNative16(message+10);
+ sSendMouseCallback(context);
+ }
+ else if (USYNERGY_IS_PACKET("DKDN"))
+ {
+ // Key down
+ // kMsgDKeyDown = "DKDN%2i%2i%2i"
+ // kMsgDKeyDown1_0 = "DKDN%2i%2i"
+ //uint16_t id = sNetToNative16(message+8);
+ uint16_t mod = sNetToNative16(message+10);
+ uint16_t key = sNetToNative16(message+12);
+ sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_FALSE);
+ }
+ else if (USYNERGY_IS_PACKET("DKRP"))
+ {
+ // Key repeat
+ // kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i"
+ // kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i"
+ uint16_t mod = sNetToNative16(message+10);
+// uint16_t count = sNetToNative16(message+12);
+ uint16_t key = sNetToNative16(message+14);
+ sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_TRUE);
+ }
+ else if (USYNERGY_IS_PACKET("DKUP"))
+ {
+ // Key up
+ // kMsgDKeyUp = "DKUP%2i%2i%2i"
+ // kMsgDKeyUp1_0 = "DKUP%2i%2i"
+ //uint16 id=Endian::sNetToNative(sbuf[4]);
+ uint16_t mod = sNetToNative16(message+10);
+ uint16_t key = sNetToNative16(message+12);
+ sSendKeyboardCallback(context, key, mod, USYNERGY_FALSE, USYNERGY_FALSE);
+ }
+ else if (USYNERGY_IS_PACKET("DGBT"))
+ {
+ // Joystick buttons
+ // kMsgDGameButtons = "DGBT%1i%2i";
+ uint8_t joy_num = message[8];
+ if (joy_num<USYNERGY_NUM_JOYSTICKS)
+ {
+ // Copy button state, then send callback
+ context->m_joystickButtons[joy_num] = (message[9] << 8) | message[10];
+ sSendJoystickCallback(context, joy_num);
+ }
+ }
+ else if (USYNERGY_IS_PACKET("DGST"))
+ {
+ // Joystick sticks
+ // kMsgDGameSticks = "DGST%1i%1i%1i%1i%1i";
+ uint8_t joy_num = message[8];
+ if (joy_num<USYNERGY_NUM_JOYSTICKS)
+ {
+ // Copy stick state, then send callback
+ memcpy(context->m_joystickSticks[joy_num], message+9, 4);
+ sSendJoystickCallback(context, joy_num);
+ }
+ }
+ else if (USYNERGY_IS_PACKET("DSOP"))
+ {
+ // Set options
+ // kMsgDSetOptions = "DSOP%4I"
+ }
+ else if (USYNERGY_IS_PACKET("CALV"))
+ {
+ // Keepalive, reply with CALV and then CNOP
+ // kMsgCKeepAlive = "CALV"
+ sAddString(context, "CALV");
+ sSendReply(context);
+ // now reply with CNOP
+ }
+ else if (USYNERGY_IS_PACKET("DCLP"))
+ {
+ // Clipboard message
+ // kMsgDClipboard = "DCLP%1i%4i%s"
+ //
+ // The clipboard message contains:
+ // 1 uint32: The size of the message
+ // 4 chars: The identifier ("DCLP")
+ // 1 uint8: The clipboard index
+ // 1 uint32: The sequence number. It's zero, because this message is always coming from the server?
+ // 1 uint32: The total size of the remaining 'string' (as per the Synergy %s string format (which is 1 uint32 for size followed by a char buffer (not necessarily null terminated)).
+ // 1 uint32: The number of formats present in the message
+ // And then 'number of formats' times the following:
+ // 1 uint32: The format of the clipboard data
+ // 1 uint32: The size n of the clipboard data
+ // n uint8: The clipboard data
+ const uint8_t * parse_msg = message+17;
+ uint32_t num_formats = sNetToNative32(parse_msg);
+ parse_msg += 4;
+ for (; num_formats; num_formats--)
+ {
+ // Parse clipboard format header
+ uint32_t format = sNetToNative32(parse_msg);
+ uint32_t size = sNetToNative32(parse_msg+4);
+ parse_msg += 8;
+
+ // Call callback
+ if (context->m_clipboardCallback)
+ context->m_clipboardCallback(context->m_cookie, format, parse_msg, size);
+
+ parse_msg += size;
+ }
+ }
+ else
+ {
+ // Unknown packet, could be any of these
+ // kMsgCNoop = "CNOP"
+ // kMsgCClose = "CBYE"
+ // kMsgCClipboard = "CCLP%1i%4i"
+ // kMsgCScreenSaver = "CSEC%1i"
+ // kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i"
+ // kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i"
+ // kMsgDMouseRelMove = "DMRM%2i%2i"
+ // kMsgEIncompatible = "EICV%2i%2i"
+ // kMsgEBusy = "EBSY"
+ // kMsgEUnknown = "EUNK"
+ // kMsgEBad = "EBAD"
+ char buffer[64];
+ sprintf(buffer, "Unknown packet '%c%c%c%c'", message[4], message[5], message[6], message[7]);
+ sTrace(context, buffer);
+ return;
+ }
+
+ // Reply with CNOP maybe?
+ sAddString(context, "CNOP");
+ sSendReply(context);
+}
+#undef USYNERGY_IS_PACKET
+
+
+
+/**
+@brief Mark context as being disconnected
+**/
+static void sSetDisconnected(uSynergyContext *context)
+{
+ context->m_connected = USYNERGY_FALSE;
+ context->m_hasReceivedHello = USYNERGY_FALSE;
+ context->m_isCaptured = USYNERGY_FALSE;
+ context->m_replyCur = context->m_replyBuffer + 4;
+ context->m_sequenceNumber = 0;
+}
+
+
+
+/**
+@brief Update a connected context
+**/
+static void sUpdateContext(uSynergyContext *context)
+{
+ /* Receive data (blocking) */
+ int receive_size = USYNERGY_RECEIVE_BUFFER_SIZE - context->m_receiveOfs;
+ int num_received = 0;
+ int packlen = 0;
+ if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer + context->m_receiveOfs, receive_size, &num_received) == USYNERGY_FALSE)
+ {
+ /* Receive failed, let's try to reconnect */
+ char buffer[128];
+ sprintf(buffer, "Receive failed (%d bytes asked, %d bytes received), trying to reconnect in a second", receive_size, num_received);
+ sTrace(context, buffer);
+ sSetDisconnected(context);
+ context->m_sleepFunc(context->m_cookie, 1000);
+ return;
+ }
+ context->m_receiveOfs += num_received;
+
+ /* If we didn't receive any data then we're probably still polling to get connected and
+ therefore not getting any data back. To avoid overloading the system with a Synergy
+ thread that would hammer on polling, we let it rest for a bit if there's no data. */
+ if (num_received == 0)
+ context->m_sleepFunc(context->m_cookie, 500);
+
+ /* Check for timeouts */
+ if (context->m_hasReceivedHello)
+ {
+ uint32_t cur_time = context->m_getTimeFunc();
+ if (num_received == 0)
+ {
+ /* Timeout after 2 secs of inactivity (we received no CALV) */
+ if ((cur_time - context->m_lastMessageTime) > USYNERGY_IDLE_TIMEOUT)
+ sSetDisconnected(context);
+ }
+ else
+ context->m_lastMessageTime = cur_time;
+ }
+
+ /* Eat packets */
+ for (;;)
+ {
+ /* Grab packet length and bail out if the packet goes beyond the end of the buffer */
+ packlen = sNetToNative32(context->m_receiveBuffer);
+ if (packlen+4 > context->m_receiveOfs)
+ break;
+
+ /* Process message */
+ sProcessMessage(context, context->m_receiveBuffer);
+
+ /* Move packet to front of buffer */
+ memmove(context->m_receiveBuffer, context->m_receiveBuffer+packlen+4, context->m_receiveOfs-packlen-4);
+ context->m_receiveOfs -= packlen+4;
+ }
+
+ /* Throw away over-sized packets */
+ if (packlen > USYNERGY_RECEIVE_BUFFER_SIZE)
+ {
+ /* Oversized packet, ditch tail end */
+ char buffer[128];
+ sprintf(buffer, "Oversized packet: '%c%c%c%c' (length %d)", context->m_receiveBuffer[4], context->m_receiveBuffer[5], context->m_receiveBuffer[6], context->m_receiveBuffer[7], packlen);
+ sTrace(context, buffer);
+ num_received = context->m_receiveOfs-4; // 4 bytes for the size field
+ while (num_received != packlen)
+ {
+ int buffer_left = packlen - num_received;
+ int to_receive = buffer_left < USYNERGY_RECEIVE_BUFFER_SIZE ? buffer_left : USYNERGY_RECEIVE_BUFFER_SIZE;
+ int ditch_received = 0;
+ if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer, to_receive, &ditch_received) == USYNERGY_FALSE)
+ {
+ /* Receive failed, let's try to reconnect */
+ sTrace(context, "Receive failed, trying to reconnect in a second");
+ sSetDisconnected(context);
+ context->m_sleepFunc(context->m_cookie, 1000);
+ break;
+ }
+ else
+ {
+ num_received += ditch_received;
+ }
+ }
+ context->m_receiveOfs = 0;
+ }
+}
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Public interface
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Initialize uSynergy context
+**/
+void uSynergyInit(uSynergyContext *context)
+{
+ /* Zero memory */
+ memset(context, 0, sizeof(uSynergyContext));
+
+ /* Initialize to default state */
+ sSetDisconnected(context);
+}
+
+
+/**
+@brief Update uSynergy
+**/
+void uSynergyUpdate(uSynergyContext *context)
+{
+ if (context->m_connected)
+ {
+ /* Update context, receive data, call callbacks */
+ sUpdateContext(context);
+ }
+ else
+ {
+ /* Try to connect */
+ if (context->m_connectFunc(context->m_cookie))
+ context->m_connected = USYNERGY_TRUE;
+ }
+}
+
+
+
+/**
+@brief Send clipboard data
+**/
+void uSynergySendClipboard(uSynergyContext *context, const char *text)
+{
+ // Calculate maximum size that will fit in a reply packet
+ uint32_t overhead_size = 4 + /* Message size */
+ 4 + /* Message ID */
+ 1 + /* Clipboard index */
+ 4 + /* Sequence number */
+ 4 + /* Rest of message size (because it's a Synergy string from here on) */
+ 4 + /* Number of clipboard formats */
+ 4 + /* Clipboard format */
+ 4; /* Clipboard data length */
+ uint32_t max_length = USYNERGY_REPLY_BUFFER_SIZE - overhead_size;
+
+ // Clip text to max length
+ uint32_t text_length = (uint32_t)strlen(text);
+ if (text_length > max_length)
+ {
+ char buffer[128];
+ sprintf(buffer, "Clipboard buffer too small, clipboard truncated at %d characters", max_length);
+ sTrace(context, buffer);
+ text_length = max_length;
+ }
+
+ // Assemble packet
+ sAddString(context, "DCLP");
+ sAddUInt8(context, 0); /* Clipboard index */
+ sAddUInt32(context, context->m_sequenceNumber);
+ sAddUInt32(context, 4+4+4+text_length); /* Rest of message size: numFormats, format, length, data */
+ sAddUInt32(context, 1); /* Number of formats (only text for now) */
+ sAddUInt32(context, USYNERGY_CLIPBOARD_FORMAT_TEXT);
+ sAddUInt32(context, text_length);
+ sAddString(context, text);
+ sSendReply(context);
+}
diff --git a/lib/imgui-1.92.6/examples/libs/usynergy/uSynergy.h b/lib/imgui-1.92.6/examples/libs/usynergy/uSynergy.h
new file mode 100644
index 0000000..2b4d779
--- /dev/null
+++ b/lib/imgui-1.92.6/examples/libs/usynergy/uSynergy.h
@@ -0,0 +1,420 @@
+/*
+uSynergy client -- Interface for the embedded Synergy client library
+ version 1.0.0, July 7th, 2012
+
+Copyright (C) 2012 Synergy Si Ltd.
+Copyright (c) 2012 Alex Evans
+
+This software is provided 'as-is', without any express or implied
+warranty. In no event will the authors be held liable for any damages
+arising from the use of this software.
+
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it
+freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+
+ 3. This notice may not be removed or altered from any source
+ distribution.
+*/
+#include <stdint.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Configuration
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Determine endianness
+**/
+#if defined(USYNERGY_LITTLE_ENDIAN) && defined(USYNERGY_BIG_ENDIAN)
+ /* Ambiguous: both endians specified */
+ #error "Can't define both USYNERGY_LITTLE_ENDIAN and USYNERGY_BIG_ENDIAN"
+#elif !defined(USYNERGY_LITTLE_ENDIAN) && !defined(USYNERGY_BIG_ENDIAN)
+ /* Attempt to auto detect */
+ #if defined(__LITTLE_ENDIAN__) || defined(LITTLE_ENDIAN) || (_BYTE_ORDER == _LITTLE_ENDIAN)
+ #define USYNERGY_LITTLE_ENDIAN
+ #elif defined(__BIG_ENDIAN__) || defined(BIG_ENDIAN) || (_BYTE_ORDER == _BIG_ENDIAN)
+ #define USYNERGY_BIG_ENDIAN
+ #else
+ #error "Can't detect endian-nes, please defined either USYNERGY_LITTLE_ENDIAN or USYNERGY_BIG_ENDIAN";
+ #endif
+#else
+ /* User-specified endian-nes, nothing to do for us */
+#endif
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Types and Constants
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Boolean type
+**/
+typedef int uSynergyBool;
+#define USYNERGY_FALSE 0 /* False value */
+#define USYNERGY_TRUE 1 /* True value */
+
+
+/**
+@brief User context type
+
+The uSynergyCookie type is an opaque type that is used by uSynergy to communicate to the client. It is passed along to
+callback functions as context.
+**/
+typedef struct { int ignored; } * uSynergyCookie;
+
+
+
+/**
+@brief Clipboard types
+**/
+enum uSynergyClipboardFormat
+{
+ USYNERGY_CLIPBOARD_FORMAT_TEXT = 0, /* Text format, UTF-8, newline is LF */
+ USYNERGY_CLIPBOARD_FORMAT_BITMAP = 1, /* Bitmap format, BMP 24/32bpp, BI_RGB */
+ USYNERGY_CLIPBOARD_FORMAT_HTML = 2, /* HTML format, HTML fragment, UTF-8, newline is LF */
+};
+
+
+
+/**
+@brief Constants and limits
+**/
+#define USYNERGY_NUM_JOYSTICKS 4 /* Maximum number of supported joysticks */
+
+#define USYNERGY_PROTOCOL_MAJOR 1 /* Major protocol version */
+#define USYNERGY_PROTOCOL_MINOR 4 /* Minor protocol version */
+
+#define USYNERGY_IDLE_TIMEOUT 2000 /* Timeout in milliseconds before reconnecting */
+
+#define USYNERGY_TRACE_BUFFER_SIZE 1024 /* Maximum length of traced message */
+#define USYNERGY_REPLY_BUFFER_SIZE 1024 /* Maximum size of a reply packet */
+#define USYNERGY_RECEIVE_BUFFER_SIZE 4096 /* Maximum size of an incoming packet */
+
+
+
+/**
+@brief Keyboard constants
+**/
+#define USYNERGY_MODIFIER_SHIFT 0x0001 /* Shift key modifier */
+#define USYNERGY_MODIFIER_CTRL 0x0002 /* Ctrl key modifier */
+#define USYNERGY_MODIFIER_ALT 0x0004 /* Alt key modifier */
+#define USYNERGY_MODIFIER_META 0x0008 /* Meta key modifier */
+#define USYNERGY_MODIFIER_WIN 0x0010 /* Windows key modifier */
+#define USYNERGY_MODIFIER_ALT_GR 0x0020 /* AltGr key modifier */
+#define USYNERGY_MODIFIER_LEVEL5LOCK 0x0040 /* Level5Lock key modifier */
+#define USYNERGY_MODIFIER_CAPSLOCK 0x1000 /* CapsLock key modifier */
+#define USYNERGY_MODIFIER_NUMLOCK 0x2000 /* NumLock key modifier */
+#define USYNERGY_MODIFIER_SCROLLOCK 0x4000 /* ScrollLock key modifier */
+
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Functions and Callbacks
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Connect function
+
+This function is called when uSynergy needs to connect to the host. It doesn't imply a network implementation or
+destination address, that must all be handled on the user side. The function should return USYNERGY_TRUE if a
+connection was established or USYNERGY_FALSE if it could not connect.
+
+When network errors occur (e.g. uSynergySend or uSynergyReceive fail) then the connect call will be called again
+so the implementation of the function must close any old connections and clean up resources before retrying.
+
+@param cookie Cookie supplied in the Synergy context
+**/
+typedef uSynergyBool (*uSynergyConnectFunc)(uSynergyCookie cookie);
+
+
+
+/**
+@brief Send function
+
+This function is called when uSynergy needs to send something over the default connection. It should return
+USYNERGY_TRUE if sending succeeded and USYNERGY_FALSE otherwise. This function should block until the send
+operation is completed.
+
+@param cookie Cookie supplied in the Synergy context
+@param buffer Address of buffer to send
+@param length Length of buffer to send
+**/
+typedef uSynergyBool (*uSynergySendFunc)(uSynergyCookie cookie, const uint8_t *buffer, int length);
+
+
+
+/**
+@brief Receive function
+
+This function is called when uSynergy needs to receive data from the default connection. It should return
+USYNERGY_TRUE if receiving data succeeded and USYNERGY_FALSE otherwise. This function should block until data
+has been received and wait for data to become available. If @a outLength is set to 0 upon completion it is
+assumed that the connection is alive, but still in a connecting state and needs time to settle.
+
+@param cookie Cookie supplied in the Synergy context
+@param buffer Address of buffer to receive data into
+@param maxLength Maximum amount of bytes to write into the receive buffer
+@param outLength Address of integer that receives the actual amount of bytes written into @a buffer
+**/
+typedef uSynergyBool (*uSynergyReceiveFunc)(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength);
+
+
+
+/**
+@brief Thread sleep function
+
+This function is called when uSynergy wants to suspend operation for a while before retrying an operation. It
+is mostly used when a socket times out or disconnect occurs to prevent uSynergy from continuously hammering a
+network connection in case the network is down.
+
+@param cookie Cookie supplied in the Synergy context
+@param timeMs Time to sleep the current thread (in milliseconds)
+**/
+typedef void (*uSynergySleepFunc)(uSynergyCookie cookie, int timeMs);
+
+
+
+/**
+@brief Get time function
+
+This function is called when uSynergy needs to know the current time. This is used to determine when timeouts
+have occurred. The time base should be a cyclic millisecond time value.
+
+@returns Time value in milliseconds
+**/
+typedef uint32_t (*uSynergyGetTimeFunc)();
+
+
+
+/**
+@brief Trace function
+
+This function is called when uSynergy wants to trace something. It is optional to show these messages, but they
+are often useful when debugging. uSynergy only traces major events like connecting and disconnecting. Usually
+only a single trace is shown when the connection is established and no more trace are called.
+
+@param cookie Cookie supplied in the Synergy context
+@param text Text to be traced
+**/
+typedef void (*uSynergyTraceFunc)(uSynergyCookie cookie, const char *text);
+
+
+
+/**
+@brief Screen active callback
+
+This callback is called when Synergy makes the screen active or inactive. This
+callback is usually sent when the mouse enters or leaves the screen.
+
+@param cookie Cookie supplied in the Synergy context
+@param active Activation flag, 1 if the screen has become active, 0 if the screen has become inactive
+**/
+typedef void (*uSynergyScreenActiveCallback)(uSynergyCookie cookie, uSynergyBool active);
+
+
+
+/**
+@brief Mouse callback
+
+This callback is called when a mouse events happens. The mouse X and Y position,
+wheel and button state is communicated in the message. It's up to the user to
+interpret if this is a mouse up, down, double-click or other message.
+
+@param cookie Cookie supplied in the Synergy context
+@param x Mouse X position
+@param y Mouse Y position
+@param wheelX Mouse wheel X position
+@param wheelY Mouse wheel Y position
+@param buttonLeft Left button pressed status, 0 for released, 1 for pressed
+@param buttonMiddle Middle button pressed status, 0 for released, 1 for pressed
+@param buttonRight Right button pressed status, 0 for released, 1 for pressed
+**/
+typedef void (*uSynergyMouseCallback)(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY, uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle);
+
+
+
+/**
+@brief Key event callback
+
+This callback is called when a key is pressed or released.
+
+@param cookie Cookie supplied in the Synergy context
+@param key Key code of key that was pressed or released
+@param modifiers Status of modifier keys (alt, shift, etc.)
+@param down Down or up status, 1 is key is pressed down, 0 if key is released (up)
+@param repeat Repeat flag, 1 if the key is down because the key is repeating, 0 if the key is initially pressed by the user
+**/
+typedef void (*uSynergyKeyboardCallback)(uSynergyCookie cookie, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat);
+
+
+
+/**
+@brief Joystick event callback
+
+This callback is called when a joystick stick or button changes. It is possible that multiple callbacks are
+fired when different sticks or buttons change as these are individual messages in the packet stream. Each
+callback will contain all the valid state for the different axes and buttons. The last callback received will
+represent the most current joystick state.
+
+@param cookie Cookie supplied in the Synergy context
+@param joyNum Joystick number, always in the range [0 ... USYNERGY_NUM_JOYSTICKS>
+@param buttons Button pressed mask
+@param leftStickX Left stick X position, in range [-127 ... 127]
+@param leftStickY Left stick Y position, in range [-127 ... 127]
+@param rightStickX Right stick X position, in range [-127 ... 127]
+@param rightStickY Right stick Y position, in range [-127 ... 127]
+**/
+typedef void (*uSynergyJoystickCallback)(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY);
+
+
+
+/**
+@brief Clipboard event callback
+
+This callback is called when something is placed on the clipboard. Multiple callbacks may be fired for
+multiple clipboard formats if they are supported. The data provided is read-only and may not be modified
+by the application.
+
+@param cookie Cookie supplied in the Synergy context
+@param format Clipboard format
+@param data Memory area containing the clipboard raw data
+@param size Size of clipboard data
+**/
+typedef void (*uSynergyClipboardCallback)(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size);
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Context
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief uSynergy context
+**/
+typedef struct
+{
+ /* Mandatory configuration data, filled in by client */
+ uSynergyConnectFunc m_connectFunc; /* Connect function */
+ uSynergySendFunc m_sendFunc; /* Send data function */
+ uSynergyReceiveFunc m_receiveFunc; /* Receive data function */
+ uSynergySleepFunc m_sleepFunc; /* Thread sleep function */
+ uSynergyGetTimeFunc m_getTimeFunc; /* Get current time function */
+ const char* m_clientName; /* Name of Synergy Screen / Client */
+ uint16_t m_clientWidth; /* Width of screen */
+ uint16_t m_clientHeight; /* Height of screen */
+
+ /* Optional configuration data, filled in by client */
+ uSynergyCookie m_cookie; /* Cookie pointer passed to callback functions (can be NULL) */
+ uSynergyTraceFunc m_traceFunc; /* Function for tracing status (can be NULL) */
+ uSynergyScreenActiveCallback m_screenActiveCallback; /* Callback for entering and leaving screen */
+ uSynergyMouseCallback m_mouseCallback; /* Callback for mouse events */
+ uSynergyKeyboardCallback m_keyboardCallback; /* Callback for keyboard events */
+ uSynergyJoystickCallback m_joystickCallback; /* Callback for joystick events */
+ uSynergyClipboardCallback m_clipboardCallback; /* Callback for clipboard events */
+
+ /* State data, used internally by client, initialized by uSynergyInit() */
+ uSynergyBool m_connected; /* Is our socket connected? */
+ uSynergyBool m_hasReceivedHello; /* Have we received a 'Hello' from the server? */
+ uSynergyBool m_isCaptured; /* Is Synergy active (i.e. this client is receiving input messages?) */
+ uint32_t m_lastMessageTime; /* Time at which last message was received */
+ uint32_t m_sequenceNumber; /* Packet sequence number */
+ uint8_t m_receiveBuffer[USYNERGY_RECEIVE_BUFFER_SIZE]; /* Receive buffer */
+ int m_receiveOfs; /* Receive buffer offset */
+ uint8_t m_replyBuffer[USYNERGY_REPLY_BUFFER_SIZE]; /* Reply buffer */
+ uint8_t* m_replyCur; /* Write offset into reply buffer */
+ uint16_t m_mouseX; /* Mouse X position */
+ uint16_t m_mouseY; /* Mouse Y position */
+ int16_t m_mouseWheelX; /* Mouse wheel X position */
+ int16_t m_mouseWheelY; /* Mouse wheel Y position */
+ uSynergyBool m_mouseButtonLeft; /* Mouse left button */
+ uSynergyBool m_mouseButtonRight; /* Mouse right button */
+ uSynergyBool m_mouseButtonMiddle; /* Mouse middle button */
+ int8_t m_joystickSticks[USYNERGY_NUM_JOYSTICKS][4]; /* Joystick stick position in 2 axes for 2 sticks */
+ uint16_t m_joystickButtons[USYNERGY_NUM_JOYSTICKS]; /* Joystick button state */
+} uSynergyContext;
+
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Interface
+//---------------------------------------------------------------------------------------------------------------------
+
+
+
+/**
+@brief Initialize uSynergy context
+
+This function initializes @a context for use. Call this function directly after
+creating the context, before filling in any configuration data in it. Not calling
+this function will cause undefined behavior.
+
+@param context Context to be initialized
+**/
+extern void uSynergyInit(uSynergyContext *context);
+
+
+
+/**
+@brief Update uSynergy
+
+This function updates uSynergy and does the bulk of the work. It does connection management,
+receiving data, reconnecting after errors or timeouts and so on. It assumes that networking
+operations are blocking and it can suspend the current thread if it needs to wait. It is
+best practice to call uSynergyUpdate from a background thread so it is responsive.
+
+Because uSynergy relies mostly on blocking calls it will mostly stay in thread sleep state
+waiting for system mutexes and won't eat much memory.
+
+uSynergyUpdate doesn't do any memory allocations or have any side effects beyond those of
+the callbacks it calls.
+
+@param context Context to be updated
+**/
+extern void uSynergyUpdate(uSynergyContext *context);
+
+
+
+/**
+@brief Send clipboard data
+
+This function sets new clipboard data and sends it to the server. Use this function if
+your client cuts or copies data onto the clipboard that it needs to share with the
+server.
+
+Currently there is only support for plaintext, but HTML and image data could be
+supported with some effort.
+
+@param context Context to send clipboard data to
+@param text Text to set to the clipboard
+**/
+extern void uSynergySendClipboard(uSynergyContext *context, const char *text);
+
+
+
+#ifdef __cplusplus
+};
+#endif