- removed 0 CR characters - removed 7 trailing whitespaces - replaced 332 tabs with spaceslegacy
@@ -23,66 +23,66 @@ using namespace lol; | |||
class LolImGuiDemo : public WorldEntity | |||
{ | |||
public: | |||
LolImGuiDemo() | |||
{ | |||
LolImGui::Init(); | |||
} | |||
LolImGuiDemo() | |||
{ | |||
LolImGui::Init(); | |||
} | |||
~LolImGuiDemo() | |||
{ | |||
LolImGui::Shutdown(); | |||
} | |||
~LolImGuiDemo() | |||
{ | |||
LolImGui::Shutdown(); | |||
} | |||
virtual void TickGame(float seconds) | |||
virtual void TickGame(float seconds) | |||
{ | |||
WorldEntity::TickGame(seconds); | |||
static float f; | |||
static vec3 clear_color; | |||
static char buf[512]; | |||
ImGuiIO& io = ImGui::GetIO(); | |||
ImGui::SetNextWindowFocus(); | |||
ImGui::Begin("testature"); | |||
{ | |||
if (ImGui::IsWindowHovered()) | |||
ImGui::Text("Hovered: true"); | |||
else | |||
ImGui::Text("Hovered: false"); | |||
if (ImGui::IsWindowFocused()) | |||
ImGui::Text("Focused: true"); | |||
else | |||
ImGui::Text("Focused: false"); | |||
ImGui::Text("Hello, world!"); | |||
ImGui::Text("prout!"); | |||
ImGui::Text("prout!%i", 100); | |||
ImGui::Text("MousePos!%.2f/%.2f", io.MousePos.x, io.MousePos.y); | |||
ImGui::Button("Test Window"); | |||
ImGui::Text("Slider: %.2f", f); | |||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); | |||
//ImGui::ColorEdit3("clear color", (float*)&clear_color); | |||
ImGui::Text("Left Mouse: %s", io.MouseDown[0] ? "true" : "false"); | |||
ImGui::Text("Scroll: %f", io.MouseWheel); | |||
ImGui::Text("Maj: %s", io.KeyShift ? "true" : "false"); | |||
ImGui::Text("Ctrl: %s", io.KeyCtrl ? "true" : "false"); | |||
ImGui::Text("Clipboard %s", LolImGui::GetClipboard().C()); | |||
ImGui::InputText("base input", buf, 512); | |||
} | |||
ImGui::End(); | |||
ImGui::Begin("SO FUN !!"); | |||
{ | |||
if (ImGui::IsWindowHovered()) | |||
ImGui::Text("Hovered: true"); | |||
else | |||
ImGui::Text("Hovered: false"); | |||
if (ImGui::IsWindowFocused()) | |||
ImGui::Text("Focused: true"); | |||
else | |||
ImGui::Text("Focused: false"); | |||
ImGui::Text("poucka!"); | |||
ImGui::Text(" poucka!"); | |||
} | |||
ImGui::End(); | |||
} | |||
static float f; | |||
static vec3 clear_color; | |||
static char buf[512]; | |||
ImGuiIO& io = ImGui::GetIO(); | |||
ImGui::SetNextWindowFocus(); | |||
ImGui::Begin("testature"); | |||
{ | |||
if (ImGui::IsWindowHovered()) | |||
ImGui::Text("Hovered: true"); | |||
else | |||
ImGui::Text("Hovered: false"); | |||
if (ImGui::IsWindowFocused()) | |||
ImGui::Text("Focused: true"); | |||
else | |||
ImGui::Text("Focused: false"); | |||
ImGui::Text("Hello, world!"); | |||
ImGui::Text("prout!"); | |||
ImGui::Text("prout!%i", 100); | |||
ImGui::Text("MousePos!%.2f/%.2f", io.MousePos.x, io.MousePos.y); | |||
ImGui::Button("Test Window"); | |||
ImGui::Text("Slider: %.2f", f); | |||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); | |||
//ImGui::ColorEdit3("clear color", (float*)&clear_color); | |||
ImGui::Text("Left Mouse: %s", io.MouseDown[0] ? "true" : "false"); | |||
ImGui::Text("Scroll: %f", io.MouseWheel); | |||
ImGui::Text("Maj: %s", io.KeyShift ? "true" : "false"); | |||
ImGui::Text("Ctrl: %s", io.KeyCtrl ? "true" : "false"); | |||
ImGui::Text("Clipboard %s", LolImGui::GetClipboard().C()); | |||
ImGui::InputText("base input", buf, 512); | |||
} | |||
ImGui::End(); | |||
ImGui::Begin("SO FUN !!"); | |||
{ | |||
if (ImGui::IsWindowHovered()) | |||
ImGui::Text("Hovered: true"); | |||
else | |||
ImGui::Text("Hovered: false"); | |||
if (ImGui::IsWindowFocused()) | |||
ImGui::Text("Focused: true"); | |||
else | |||
ImGui::Text("Focused: false"); | |||
ImGui::Text("poucka!"); | |||
ImGui::Text(" poucka!"); | |||
} | |||
ImGui::End(); | |||
} | |||
virtual void TickDraw(float seconds, Scene &scene) | |||
{ | |||
@@ -658,11 +658,11 @@ String ShaderData::Patch(String const &code, ShaderType type) | |||
} | |||
/* Perform small replaces */ | |||
char const * const fast_replaces[] = | |||
{ | |||
"#version 130", "#version 120", | |||
"out vec4 out_color;", " ", | |||
"out_color =", "gl_FragColor =", | |||
char const * const fast_replaces[] = | |||
{ | |||
"#version 130", "#version 120", | |||
"out vec4 out_color;", " ", | |||
"out_color =", "gl_FragColor =", | |||
"in vec2", type == ShaderType::Vertex ? "attribute vec2" : "varying vec2", | |||
"in vec3", type == ShaderType::Vertex ? "attribute vec3" : "varying vec3", | |||
"in vec4", type == ShaderType::Vertex ? "attribute vec4" : "varying vec4", | |||
@@ -676,20 +676,20 @@ String ShaderData::Patch(String const &code, ShaderType type) | |||
for (char const * const *rep = fast_replaces; rep[0]; rep += 2) | |||
{ | |||
while (true) | |||
{ | |||
int index = patched_code.index_of(rep[0]); | |||
if (index == INDEX_NONE) | |||
break; | |||
while (true) | |||
{ | |||
int index = patched_code.index_of(rep[0]); | |||
if (index == INDEX_NONE) | |||
break; | |||
size_t l0 = strlen(rep[0]); | |||
size_t l1 = strlen(rep[1]); | |||
size_t l0 = strlen(rep[0]); | |||
size_t l1 = strlen(rep[1]); | |||
String left = patched_code.sub(0, index); | |||
String right = patched_code.sub(index + l0, patched_code.count() - (index + l0)); | |||
String left = patched_code.sub(0, index); | |||
String right = patched_code.sub(index + l0, patched_code.count() - (index + l0)); | |||
patched_code = left + String(rep[1]) + right; | |||
} | |||
patched_code = left + String(rep[1]) + right; | |||
} | |||
} | |||
} | |||
@@ -108,7 +108,7 @@ void VertexDeclaration::DrawIndexedElements(MeshPrimitive type, int count, const | |||
if (count <= 0) | |||
return; | |||
uint32_t elementType = typeSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT; | |||
uint32_t elementType = typeSize == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT; | |||
/* FIXME: this has nothing to do here! */ | |||
switch (type.ToScalar()) | |||
@@ -118,7 +118,7 @@ void VertexDeclaration::DrawIndexedElements(MeshPrimitive type, int count, const | |||
break; | |||
case MeshPrimitive::TriangleStrips: | |||
glDrawElements(GL_TRIANGLE_STRIP, count, elementType, skip); | |||
break; | |||
break; | |||
case MeshPrimitive::TriangleFans: | |||
glDrawElements(GL_TRIANGLE_FAN, count, elementType, skip); | |||
break; | |||
@@ -170,18 +170,18 @@ public: | |||
return -1; | |||
} | |||
int count_occurence(String const& token) const { return last_index_of(token.C()); } | |||
int count_occurence(char const* token) const | |||
{ | |||
int count = 0; | |||
const char *match = strstr(C(), token); | |||
while (match) | |||
{ | |||
count++; | |||
match = strstr(match + 1, token); | |||
} | |||
return count; | |||
} | |||
int count_occurence(String const& token) const { return last_index_of(token.C()); } | |||
int count_occurence(char const* token) const | |||
{ | |||
int count = 0; | |||
const char *match = strstr(C(), token); | |||
while (match) | |||
{ | |||
count++; | |||
match = strstr(match + 1, token); | |||
} | |||
return count; | |||
} | |||
int replace(char const old_token, char const new_token, | |||
bool all_occurrences = false) | |||
@@ -212,7 +212,7 @@ public: | |||
/* Draw elements. See MeshPrimitive for a list of all available | |||
* types. Both skip and count are numbers of indices, not primitives. */ | |||
void DrawIndexedElements(MeshPrimitive type, int count, const short* skip = nullptr, short typeSize = 2); | |||
void DrawIndexedElements(MeshPrimitive type, int count, const short* skip = nullptr, short typeSize = 2); | |||
void Unbind(); | |||
void SetStream(VertexBuffer *vb, ShaderAttrib attr1, | |||
@@ -145,11 +145,11 @@ io.AddInputCharacter((unsigned short)c); | |||
void LolImGui::Shutdown() | |||
{ | |||
if (g_lolimgui) | |||
{ | |||
Ticker::Unref(g_lolimgui); | |||
g_lolimgui = nullptr; | |||
} | |||
if (g_lolimgui) | |||
{ | |||
Ticker::Unref(g_lolimgui); | |||
g_lolimgui = nullptr; | |||
} | |||
ImGui::Shutdown(); | |||
} | |||
@@ -257,9 +257,9 @@ void LolImGui::TickGame(float seconds) | |||
io.MousePos = ImVec2(-1.f, -1.f); | |||
} | |||
else | |||
{ | |||
{ | |||
//msg::debug("Focused !!\n"); | |||
} | |||
} | |||
break; | |||
} | |||
} | |||
@@ -315,9 +315,9 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data) | |||
if (!m_shader) | |||
{ | |||
String code; | |||
m_builder.Build(code); | |||
m_builder.Build(code); | |||
m_shader = Shader::Create(m_builder.GetName(), code); | |||
m_shader = Shader::Create(m_builder.GetName(), code); | |||
ASSERT(m_shader); | |||
m_ortho.m_uniform = m_shader->GetUniformLocation(m_ortho.m_var); | |||
@@ -353,39 +353,39 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data) | |||
m_shader->SetUniform(m_ortho, ortho); | |||
m_shader->SetUniform(m_texture, m_font->GetTexture()->GetTextureUniform(), 0); | |||
struct Vertex | |||
{ | |||
vec2 pos, tex; | |||
u8vec4 color; | |||
}; | |||
VertexBuffer* vbo = new VertexBuffer(cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); | |||
ImDrawVert *vert = (ImDrawVert *)vbo->Lock(0, 0); | |||
memcpy(vert, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); | |||
vbo->Unlock(); | |||
IndexBuffer *ibo = new IndexBuffer(cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | |||
ImDrawIdx *indices = (ImDrawIdx *)ibo->Lock(0, 0); | |||
memcpy(indices, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | |||
ibo->Unlock(); | |||
m_font->Bind(); | |||
ibo->Bind(); | |||
m_vdecl->Bind(); | |||
m_vdecl->SetStream(vbo, m_attribs[0], m_attribs[1], m_attribs[2]); | |||
const ImDrawIdx* idx_buffer_offset = 0; | |||
for (size_t cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | |||
struct Vertex | |||
{ | |||
vec2 pos, tex; | |||
u8vec4 color; | |||
}; | |||
VertexBuffer* vbo = new VertexBuffer(cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); | |||
ImDrawVert *vert = (ImDrawVert *)vbo->Lock(0, 0); | |||
memcpy(vert, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); | |||
vbo->Unlock(); | |||
IndexBuffer *ibo = new IndexBuffer(cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | |||
ImDrawIdx *indices = (ImDrawIdx *)ibo->Lock(0, 0); | |||
memcpy(indices, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | |||
ibo->Unlock(); | |||
m_font->Bind(); | |||
ibo->Bind(); | |||
m_vdecl->Bind(); | |||
m_vdecl->SetStream(vbo, m_attribs[0], m_attribs[1], m_attribs[2]); | |||
const ImDrawIdx* idx_buffer_offset = 0; | |||
for (size_t cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | |||
{ | |||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[(int)cmd_i]; | |||
#ifdef SHOW_IMGUI_DEBUG | |||
//----------------------------------------------------------------- | |||
//<Debug render> -------------------------------------------------- | |||
//----------------------------------------------------------------- | |||
//Doesn't work anymore ...... | |||
static uint32_t idx_buffer_offset_i = 0; | |||
if (cmd_i == 0) | |||
idx_buffer_offset_i = 0; | |||
//Doesn't work anymore ...... | |||
static uint32_t idx_buffer_offset_i = 0; | |||
if (cmd_i == 0) | |||
idx_buffer_offset_i = 0; | |||
float mod = -200.f; | |||
vec3 off = vec3(vec2(-size.x, -size.y), 0.f); | |||
@@ -397,10 +397,10 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data) | |||
}; | |||
for (int i = 0; i < 4; ++i) | |||
Debug::DrawLine(pos[i], pos[(i + 1) % 4], Color::white); | |||
ImDrawVert* buf = vert; | |||
ImDrawVert* buf = vert; | |||
for (uint16_t i = 0; i < pcmd->ElemCount; i += 3) | |||
{ | |||
uint16_t ib = indices[idx_buffer_offset_i + i]; | |||
uint16_t ib = indices[idx_buffer_offset_i + i]; | |||
vec2 pos[3]; | |||
pos[0] = vec2(buf[ib + 0].pos.x, buf[ib + 0].pos.y); | |||
pos[1] = vec2(buf[ib + 1].pos.x, buf[ib + 1].pos.y); | |||
@@ -413,27 +413,27 @@ void LolImGui::RenderDrawListsMethod(ImDrawData* draw_data) | |||
Debug::DrawLine((off + vec3(pos[1], 0.f)) / mod, (off + vec3(pos[2], 0.f)) / mod, col[1]); | |||
Debug::DrawLine((off + vec3(pos[2], 0.f)) / mod, (off + vec3(pos[0], 0.f)) / mod, col[2]); | |||
} | |||
idx_buffer_offset_i += pcmd->ElemCount; | |||
//----------------------------------------------------------------- | |||
idx_buffer_offset_i += pcmd->ElemCount; | |||
//----------------------------------------------------------------- | |||
//<\Debug render> ------------------------------------------------- | |||
//----------------------------------------------------------------- | |||
#endif //SHOW_IMGUI_DEBUG | |||
Debug::DrawLine(vec2::zero, vec2::axis_x, Color::green); | |||
Debug::DrawLine(vec2::zero, vec2::axis_x, Color::green); | |||
m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, pcmd->ElemCount, (const short*)idx_buffer_offset); | |||
m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, pcmd->ElemCount, (const short*)idx_buffer_offset); | |||
idx_buffer_offset += pcmd->ElemCount; | |||
idx_buffer_offset += pcmd->ElemCount; | |||
} | |||
m_vdecl->Unbind(); | |||
ibo->Unbind(); | |||
m_font->Unbind(); | |||
m_vdecl->Unbind(); | |||
ibo->Unbind(); | |||
m_font->Unbind(); | |||
delete vbo; | |||
delete ibo; | |||
} | |||
delete vbo; | |||
delete ibo; | |||
} | |||
m_shader->Unbind(); | |||
m_shader->Unbind(); | |||
} | |||
@@ -167,9 +167,9 @@ protected: | |||
Uniform m_ortho; | |||
Uniform m_texture; | |||
array<ShaderAttrib> m_attribs; | |||
VertexDeclaration* m_vdecl = nullptr; | |||
IndexBuffer* m_ibuff = nullptr; | |||
Controller* m_controller = nullptr; | |||
VertexDeclaration* m_vdecl = nullptr; | |||
IndexBuffer* m_ibuff = nullptr; | |||
Controller* m_controller = nullptr; | |||
InputDevice* m_mouse = nullptr; | |||
InputDevice* m_keyboard = nullptr; | |||
InputProfile m_profile; | |||
@@ -143,7 +143,7 @@ void SubMesh::Render() | |||
ShaderUniform u_tex = m_shader->GetUniformLocation(m_textures[i].m1.C()); | |||
m_shader->SetUniform(u_tex, m_textures[i].m2->GetTextureUniform(), i); | |||
} | |||
m_ibo->Bind(); | |||
m_vdecl->Bind(); | |||
m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, m_ibo->GetSize() / sizeof(uint16_t)); | |||
@@ -41,7 +41,7 @@ static void usage() | |||
{ | |||
printf("Usage: lolremez [-d degree] [-r xmin:xmax] x-expression [x-error]\n"); | |||
printf(" lolremez -h | --help\n"); | |||
printf(" lolremez -V | --version\n"); | |||
printf(" lolremez -V | --version\n"); | |||
printf("Find a polynomial approximation for x-expression.\n"); | |||
printf("\n"); | |||
printf("Mandatory arguments to long options are mandatory for short options too.\n"); | |||