414 lines
13 KiB
C++
414 lines
13 KiB
C++
#include "RmlUi_Backend.h"
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#include "RmlUi_Platform_GLFW.h"
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#include "RmlUi_Renderer_DX11.h"
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#include <RmlUi/Core/Context.h>
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#include <RmlUi/Core/Input.h>
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#include <RmlUi/Core/Math.h>
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#include <RmlUi/Core/Profiling.h>
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#include <optional>
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3native.h>
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#ifdef RMLUI_USE_STB_IMAGE_LOADER
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include <RmlUi/Core.h>
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#include <RmlUi/Core/FileInterface.h>
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#endif
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/**
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Custom render interface example for the DX11/GLFW backend.
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Overloads the DX11 render interface to load textures through stb_image.
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*/
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class RenderInterface_DX11_Win32 : public RenderInterface_DX11 {
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public:
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RenderInterface_DX11_Win32(ID3D11Device* p_d3d_device) : RenderInterface_DX11(p_d3d_device) {}
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#ifdef RMLUI_USE_STB_IMAGE_LOADER
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Rml::TextureHandle LoadTexture(Rml::Vector2i& texture_dimensions, const Rml::String& source) override
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{
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int texture_width = 0, texture_height = 0, num_channels = 0;
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size_t image_size_bytes = 0;
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uint8_t* texture_data = nullptr;
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// Find where on disk the file is
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Rml::FileInterface* file_interface = Rml::GetFileInterface();
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Rml::FileHandle file_handle = file_interface->Open(source);
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if (!file_handle)
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{
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// Tell RmlUI that the image is invalid
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texture_data = nullptr;
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return false;
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}
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// Load the file through stb_image
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texture_data = stbi_load_from_file((FILE*)file_handle, &texture_width, &texture_height, &num_channels, 0);
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// If the file data is correct
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if (texture_data != nullptr)
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{
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// Compute number of elements in texture
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image_size_bytes = texture_width * texture_height * num_channels;
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// Pre-multiply the data
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for (int i = 0; i < image_size_bytes; i += 4)
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{
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texture_data[i + 0] = (uint8_t)((texture_data[i + 0] * texture_data[i + 3]) / 255);
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texture_data[i + 1] = (uint8_t)((texture_data[i + 1] * texture_data[i + 3]) / 255);
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texture_data[i + 2] = (uint8_t)((texture_data[i + 2] * texture_data[i + 3]) / 255);
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}
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texture_dimensions.x = texture_width;
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texture_dimensions.y = texture_height;
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Rml::TextureHandle handle = GenerateTexture({texture_data, image_size_bytes}, texture_dimensions);
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stbi_image_free(texture_data);
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return handle;
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}
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return false;
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}
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#endif
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};
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static void SetupCallbacks(GLFWwindow* window);
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static void LogErrorFromGLFW(int error, const char* description)
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{
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Rml::Log::Message(Rml::Log::LT_ERROR, "GLFW error (0x%x): %s", error, description);
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}
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struct DeviceResources {
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ID3D11Device* pd3dDevice = nullptr;
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ID3D11DeviceContext* pd3dDeviceContext = nullptr;
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IDXGISwapChain* pSwapChain = nullptr;
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bool swapchain_occluded = false;
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ID3D11RenderTargetView* pMainRenderTargetView = nullptr;
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};
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// D3D Creation / Cleanup functions
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static bool CreateDeviceD3D(HWND hwnd, DeviceResources& device_resources);
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static void CleanupDeviceD3D(DeviceResources& device_resources);
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static void CreateRenderTarget(DeviceResources& device_resources);
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static void CleanupRenderTarget(DeviceResources& device_resources);
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/**
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Global data used by this backend.
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Lifetime governed by the calls to Backend::Initialize() and Backend::Shutdown().
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*/
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struct BackendData {
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BackendData(GLFWwindow* window) : system_interface(window), window(window) {}
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SystemInterface_GLFW system_interface;
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std::optional<RenderInterface_DX11_Win32> render_interface;
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GLFWwindow* window = nullptr;
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int glfw_active_modifiers = 0;
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bool context_dimensions_dirty = true;
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DeviceResources device_resources;
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// Arguments set during event processing and nulled otherwise.
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Rml::Context* context = nullptr;
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KeyDownCallback key_down_callback = nullptr;
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};
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static Rml::UniquePtr<BackendData> data;
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bool Backend::Initialize(const char* name, int width, int height, bool allow_resize)
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{
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RMLUI_ASSERT(!data);
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glfwSetErrorCallback(LogErrorFromGLFW);
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if (!glfwInit())
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return false;
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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glfwWindowHint(GLFW_RESIZABLE, allow_resize ? GLFW_TRUE : GLFW_FALSE);
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glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE);
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GLFWwindow* window = glfwCreateWindow(width, height, name, nullptr, nullptr);
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if (!window)
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return false;
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// Construct the system and render interface, this includes compiling all the shaders. If this fails, it is likely an error in the shader code.
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data = Rml::MakeUnique<BackendData>(window);
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if (!data)
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return false;
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HWND windowHwnd = glfwGetWin32Window(window);
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if (!CreateDeviceD3D(windowHwnd, data->device_resources))
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{
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Shutdown();
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return false;
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}
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#ifdef RMLUI_USE_STB_IMAGE_LOADER
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// iPhone PNGs are pre-multiplied. Un-premultiply them because we handle pre-multiplication manually on decode.
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stbi_set_unpremultiply_on_load(true);
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// iPhone PNGs are encoded as BGRA, this tells stb_image to unpack as RGBA.
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stbi_convert_iphone_png_to_rgb(true);
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#endif
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data->render_interface.emplace(data->device_resources.pd3dDevice);
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// The window size may have been scaled by DPI settings, get the actual pixel size.
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glfwGetFramebufferSize(window, &width, &height);
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width = Rml::Math::Max(width, 1);
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height = Rml::Math::Max(height, 1);
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data->render_interface->SetViewport(width, height);
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// Receive num lock and caps lock modifiers for proper handling of numpad inputs in text fields.
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glfwSetInputMode(window, GLFW_LOCK_KEY_MODS, GLFW_TRUE);
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// Setup the input and window event callback functions.
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SetupCallbacks(window);
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return true;
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}
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void Backend::Shutdown()
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{
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RMLUI_ASSERT(data);
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// Cleanup renderer resources
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data->render_interface.reset();
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// Shutdown DirectX11
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CleanupDeviceD3D(data->device_resources);
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glfwDestroyWindow(data->window);
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data.reset();
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glfwTerminate();
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}
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Rml::SystemInterface* Backend::GetSystemInterface()
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{
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RMLUI_ASSERT(data);
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return &data->system_interface;
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}
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Rml::RenderInterface* Backend::GetRenderInterface()
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{
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RMLUI_ASSERT(data);
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return &(*data->render_interface);
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}
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bool Backend::ProcessEvents(Rml::Context* context, KeyDownCallback key_down_callback, bool power_save)
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{
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RMLUI_ASSERT(data && context);
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// The initial window size may have been affected by system DPI settings, apply the actual pixel size and dp-ratio to the context.
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if (data->context_dimensions_dirty)
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{
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data->context_dimensions_dirty = false;
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Rml::Vector2i window_size;
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float dp_ratio = 1.f;
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glfwGetFramebufferSize(data->window, &window_size.x, &window_size.y);
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glfwGetWindowContentScale(data->window, &dp_ratio, nullptr);
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context->SetDimensions(window_size);
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context->SetDensityIndependentPixelRatio(dp_ratio);
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CleanupRenderTarget(data->device_resources);
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data->device_resources.pSwapChain->ResizeBuffers(0, window_size.x, window_size.y, DXGI_FORMAT_UNKNOWN, 0);
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CreateRenderTarget(data->device_resources);
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}
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data->context = context;
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data->key_down_callback = key_down_callback;
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if (power_save)
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glfwWaitEventsTimeout(Rml::Math::Min(context->GetNextUpdateDelay(), 10.0));
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else
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glfwPollEvents();
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data->context = nullptr;
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data->key_down_callback = nullptr;
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const bool result = !glfwWindowShouldClose(data->window);
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glfwSetWindowShouldClose(data->window, GLFW_FALSE);
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return result;
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}
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void Backend::RequestExit()
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{
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RMLUI_ASSERT(data);
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glfwSetWindowShouldClose(data->window, GLFW_TRUE);
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}
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void Backend::BeginFrame()
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{
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RMLUI_ASSERT(data);
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data->render_interface->Clear(data->device_resources.pMainRenderTargetView);
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data->render_interface->BeginFrame();
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}
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void Backend::PresentFrame()
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{
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RMLUI_ASSERT(data);
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data->render_interface->EndFrame(data->device_resources.pMainRenderTargetView);
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// Present with vsync enabled, set to zero to disable.
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constexpr unsigned int sync_interval = 1;
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HRESULT hr = data->device_resources.pSwapChain->Present(sync_interval, 0);
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data->device_resources.swapchain_occluded = (hr == DXGI_STATUS_OCCLUDED);
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// Optional, used to mark frames during performance profiling.
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RMLUI_FrameMark;
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}
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static void SetupCallbacks(GLFWwindow* window)
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{
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RMLUI_ASSERT(data);
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// Key input
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glfwSetKeyCallback(window, [](GLFWwindow* /*window*/, int glfw_key, int /*scancode*/, int glfw_action, int glfw_mods) {
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if (!data->context)
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return;
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// Store the active modifiers for later because GLFW doesn't provide them in the callbacks to the mouse input events.
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data->glfw_active_modifiers = glfw_mods;
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// Override the default key event callback to add global shortcuts for the samples.
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Rml::Context* context = data->context;
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KeyDownCallback key_down_callback = data->key_down_callback;
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switch (glfw_action)
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{
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case GLFW_PRESS:
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case GLFW_REPEAT:
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{
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const Rml::Input::KeyIdentifier key = RmlGLFW::ConvertKey(glfw_key);
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const int key_modifier = RmlGLFW::ConvertKeyModifiers(glfw_mods);
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float dp_ratio = 1.f;
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glfwGetWindowContentScale(data->window, &dp_ratio, nullptr);
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// See if we have any global shortcuts that take priority over the context.
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if (key_down_callback && !key_down_callback(context, key, key_modifier, dp_ratio, true))
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break;
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// Otherwise, hand the event over to the context by calling the input handler as normal.
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if (!RmlGLFW::ProcessKeyCallback(context, glfw_key, glfw_action, glfw_mods))
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break;
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// The key was not consumed by the context either, try keyboard shortcuts of lower priority.
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if (key_down_callback && !key_down_callback(context, key, key_modifier, dp_ratio, false))
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break;
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}
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break;
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case GLFW_RELEASE: RmlGLFW::ProcessKeyCallback(context, glfw_key, glfw_action, glfw_mods); break;
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}
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});
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glfwSetCharCallback(window, [](GLFWwindow* /*window*/, unsigned int codepoint) { RmlGLFW::ProcessCharCallback(data->context, codepoint); });
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glfwSetCursorEnterCallback(window, [](GLFWwindow* /*window*/, int entered) { RmlGLFW::ProcessCursorEnterCallback(data->context, entered); });
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// Mouse input
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glfwSetCursorPosCallback(window, [](GLFWwindow* window, double xpos, double ypos) {
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RmlGLFW::ProcessCursorPosCallback(data->context, window, xpos, ypos, data->glfw_active_modifiers);
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});
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glfwSetMouseButtonCallback(window, [](GLFWwindow* /*window*/, int button, int action, int mods) {
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data->glfw_active_modifiers = mods;
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RmlGLFW::ProcessMouseButtonCallback(data->context, button, action, mods);
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});
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glfwSetScrollCallback(window, [](GLFWwindow* /*window*/, double /*xoffset*/, double yoffset) {
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RmlGLFW::ProcessScrollCallback(data->context, yoffset, data->glfw_active_modifiers);
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});
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// Window events
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glfwSetFramebufferSizeCallback(window, [](GLFWwindow* /*window*/, int width, int height) {
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width = Rml::Math::Max(width, 1);
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height = Rml::Math::Max(height, 1);
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data->context_dimensions_dirty = true;
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data->render_interface->SetViewport(width, height);
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RmlGLFW::ProcessFramebufferSizeCallback(data->context, width, height);
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});
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glfwSetWindowContentScaleCallback(window,
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[](GLFWwindow* /*window*/, float xscale, float /*yscale*/) { RmlGLFW::ProcessContentScaleCallback(data->context, xscale); });
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}
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static bool CreateDeviceD3D(HWND hwnd, DeviceResources& device_resources)
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{
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// Setup swap chain
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DXGI_SWAP_CHAIN_DESC sd;
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferCount = 2;
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sd.BufferDesc.Width = 0;
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sd.BufferDesc.Height = 0;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferDesc.RefreshRate.Numerator = 60;
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sd.BufferDesc.RefreshRate.Denominator = 1;
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sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.OutputWindow = hwnd;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.Windowed = TRUE;
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sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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UINT createDeviceFlags = 0;
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#ifdef RMLUI_DX_DEBUG
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// Enable debug layer
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createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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#endif
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D3D_FEATURE_LEVEL featureLevel;
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const D3D_FEATURE_LEVEL featureLevelArray[2] = {
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_0,
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};
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HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2,
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D3D11_SDK_VERSION, &sd, &device_resources.pSwapChain, &device_resources.pd3dDevice, &featureLevel, &device_resources.pd3dDeviceContext);
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if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
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res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd,
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&device_resources.pSwapChain, &device_resources.pd3dDevice, &featureLevel, &device_resources.pd3dDeviceContext);
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if (res != S_OK)
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return false;
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CreateRenderTarget(device_resources);
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return true;
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}
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static void CleanupDeviceD3D(DeviceResources& device_resources)
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{
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CleanupRenderTarget(device_resources);
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if (device_resources.pSwapChain)
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{
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device_resources.pSwapChain->Release();
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device_resources.pSwapChain = nullptr;
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}
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if (device_resources.pd3dDeviceContext)
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{
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device_resources.pd3dDeviceContext->Release();
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device_resources.pd3dDeviceContext = nullptr;
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}
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if (device_resources.pd3dDevice)
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{
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device_resources.pd3dDevice->Release();
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device_resources.pd3dDevice = nullptr;
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}
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}
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static void CreateRenderTarget(DeviceResources& device_resources)
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{
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ID3D11Texture2D* pBackBuffer = nullptr;
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device_resources.pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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device_resources.pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &device_resources.pMainRenderTargetView);
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pBackBuffer->Release();
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}
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static void CleanupRenderTarget(DeviceResources& device_resources)
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{
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if (device_resources.pMainRenderTargetView)
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{
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device_resources.pMainRenderTargetView->Release();
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device_resources.pMainRenderTargetView = nullptr;
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}
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}
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