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terrain viewer: add sdl2 and imgui units to repo
This commit is contained in:
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305
terrain_viewer/imgui/backup/fpimgui_impl_sdlgl2.pas
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305
terrain_viewer/imgui/backup/fpimgui_impl_sdlgl2.pas
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{
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Translation of "ImGui SDL2 binding with OpenGL" example, using SDL2 headers provided by https://github.com/ev1313/Pascal-SDL-2-Headers
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In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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You can copy and use unmodified imgui_impl_* files in your project.
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If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), Imgui_ImplSdlGL2_RenderDrawLists() and ImGui_ImplXXXX_Shutdown().
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If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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https://github.com/ocornut/imgui
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}
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unit fpimgui_impl_sdlgl2;
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{$mode objfpc}{$H+}
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interface
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uses
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sdl2, gl, glu, GLext,
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fpimgui;
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procedure ImGui_ImplSdlGL2_Init();
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procedure ImGui_ImplSdlGL2_Shutdown();
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procedure ImGui_ImplSdlGL2_NewFrame(window: PSDL_Window);
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procedure Imgui_ImplSdlGL2_RenderDrawLists(draw_data: PImDrawData); cdecl;
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function ImGui_ImplSdlGL2_ProcessEvent(event: PSDL_Event): boolean;
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implementation
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// Data
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var
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g_Time: double = 0.0;
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g_MousePressed: array[0..2] of bool = ( false, false, false );
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g_MouseWheel: single = 0.0;
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g_FontTexture: GLuint = 0;
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function ImGui_ImplSdlGL2_ProcessEvent(event: PSDL_Event): boolean;
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var
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key: TSDL_KeyCode;
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io: PImGuiIO;
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begin
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result := false;
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io := igGetIO();
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case event^.type_ of
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SDL_MOUSEWHEEL: begin
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if (event^.wheel.y > 0) then
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g_MouseWheel := 1;
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if (event^.wheel.y < 0) then
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g_MouseWheel := -1;
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result := true;
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end;
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SDL_MOUSEBUTTONDOWN: begin
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if (event^.button.button = SDL_BUTTON_LEFT) then g_MousePressed[0] := true;
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if (event^.button.button = SDL_BUTTON_RIGHT) then g_MousePressed[1] := true;
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if (event^.button.button = SDL_BUTTON_MIDDLE) then g_MousePressed[2] := true;
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result := true;
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end;
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SDL_TEXTINPUT: begin
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ImGuiIO_AddInputCharactersUTF8(event^.text.text);
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result := true;
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end;
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SDL_KEYDOWN, SDL_KEYUP: begin
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key := event^.key.keysym.sym and (not SDLK_SCANCODE_MASK);
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io^.KeysDown[key] := event^.type_ = SDL_KEYDOWN;
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io^.KeyShift := (SDL_GetModState() and KMOD_SHIFT) <> 0;
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io^.KeyCtrl := (SDL_GetModState() and KMOD_CTRL) <> 0;
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io^.KeyAlt := (SDL_GetModState() and KMOD_ALT) <> 0;
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io^.KeySuper := (SDL_GetModState() and KMOD_GUI) <> 0;
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result := true;
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end;
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end;
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end;
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procedure ImGui_ImplSdlGL2_CreateDeviceObjects();
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var
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io: PImGuiIO;
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pixels: pbyte;
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width, height: integer;
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font_atlas: PImFontAtlas;
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last_texture: GLint;
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begin
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// Build texture atlas
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io := igGetIO();
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font_atlas := io^.Fonts;
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//ImFontAtlas_AddFontDefault(font_atlas);
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ImFontAtlas_GetTexDataAsAlpha8(font_atlas, @pixels, @width, @height);
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// Upload texture to graphics system
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glGetIntegerv(GL_TEXTURE_BINDING_2D, @last_texture);
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glGenTextures(1, @g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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ImFontAtlas_SetTexID(font_atlas, Pointer(g_FontTexture));
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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end;
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procedure ImGui_ImplSdlGL2_InvalidateDeviceObjects();
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begin
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if (g_FontTexture <> 0) then begin
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glDeleteTextures(1, @g_FontTexture);
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ImFontAtlas_SetTexID(igGetIO()^.Fonts, nil);
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g_FontTexture := 0;
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end;
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end;
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procedure ImGui_ImplSdlGL2_Init();
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var
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io: PImGuiIO;
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begin
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Load_GL_version_2_0;
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io := igGetIO();
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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io^.KeyMap[ImGuiKey_Tab] := SDLK_TAB;
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io^.KeyMap[ImGuiKey_LeftArrow] := SDL_SCANCODE_LEFT;
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io^.KeyMap[ImGuiKey_RightArrow] := SDL_SCANCODE_RIGHT;
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io^.KeyMap[ImGuiKey_UpArrow] := SDL_SCANCODE_UP;
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io^.KeyMap[ImGuiKey_DownArrow] := SDL_SCANCODE_DOWN;
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io^.KeyMap[ImGuiKey_PageUp] := SDL_SCANCODE_PAGEUP;
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io^.KeyMap[ImGuiKey_PageDown] := SDL_SCANCODE_PAGEDOWN;
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io^.KeyMap[ImGuiKey_Home] := SDL_SCANCODE_HOME;
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io^.KeyMap[ImGuiKey_End] := SDL_SCANCODE_END;
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io^.KeyMap[ImGuiKey_Delete] := SDLK_DELETE;
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io^.KeyMap[ImGuiKey_Backspace] := SDLK_BACKSPACE;
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io^.KeyMap[ImGuiKey_Enter] := SDLK_RETURN;
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io^.KeyMap[ImGuiKey_Escape] := SDLK_ESCAPE;
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io^.KeyMap[ImGuiKey_A] := SDLK_a;
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io^.KeyMap[ImGuiKey_C] := SDLK_c;
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io^.KeyMap[ImGuiKey_V] := SDLK_v;
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io^.KeyMap[ImGuiKey_X] := SDLK_x;
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io^.KeyMap[ImGuiKey_Y] := SDLK_y;
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io^.KeyMap[ImGuiKey_Z] := SDLK_z;
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io^.RenderDrawListsFn := @Imgui_ImplSdlGL2_RenderDrawLists;
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io^.SetClipboardTextFn := nil;
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io^.GetClipboardTextFn := nil;
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io^.ClipboardUserData := nil;
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end;
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procedure ImGui_ImplSdlGL2_Shutdown();
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begin
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ImGui_ImplSdlGL2_InvalidateDeviceObjects();
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igShutdown();
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end;
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procedure ImGui_ImplSdlGL2_NewFrame(window: PSDL_Window);
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var
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w, h: integer;
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display_w, display_h: integer;
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io: PImGuiIO;
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time, mouseMask: UInt32;
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current_time: double;
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mx, my: Integer;
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begin
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if g_FontTexture = 0 then
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ImGui_ImplSdlGL2_CreateDeviceObjects();
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io := igGetIO();
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// Setup display size (every frame to accommodate for window resizing)
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SDL_GetWindowSize(window, @w, @h);
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io^.DisplaySize := ImVec2Init(w, h);
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io^.DisplayFramebufferScale := ImVec2Init(1, 1);
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// SDL_GL_GetDrawableSize might be missing in pascal sdl2 headers - remove the next 3 lines in that case
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SDL_GL_GetDrawableSize(window, @display_w, @display_h);
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if (w <> 0) and (h <> 0) and ((w <> display_w) or (h <> display_h)) then
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io^.DisplayFramebufferScale := ImVec2Init(display_w/w, display_h/h);
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// Setup time step
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time := SDL_GetTicks();
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current_time := time / 1000.0;
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if (g_Time > 0.0) then
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io^.DeltaTime := current_time - g_Time
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else
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io^.DeltaTime := 1.0/60.0;
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g_Time := current_time;
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// Setup inputs
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// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
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mouseMask := SDL_GetMouseState(@mx, @my);
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if ((SDL_GetWindowFlags(window) and SDL_WINDOW_MOUSE_FOCUS) <> 0) then
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io^.MousePos := ImVec2Init(mx, my) // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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else
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io^.MousePos := ImVec2Init(-1,-1);
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// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io^.MouseDown[0] := g_MousePressed[0] or (mouseMask and SDL_BUTTON(SDL_BUTTON_LEFT) <> 0);
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io^.MouseDown[1] := g_MousePressed[1] or (mouseMask and SDL_BUTTON(SDL_BUTTON_RIGHT) <> 0);
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io^.MouseDown[2] := g_MousePressed[2] or (mouseMask and SDL_BUTTON(SDL_BUTTON_MIDDLE) <> 0);
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g_MousePressed[0] := false;
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g_MousePressed[1] := false;
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g_MousePressed[2] := false;
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io^.MouseWheel := g_MouseWheel;
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g_MouseWheel := 0.0;
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// Hide OS mouse cursor if ImGui is drawing it
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//SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
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// Start the frame
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igNewFrame();
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end;
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procedure Imgui_ImplSdlGL2_RenderDrawLists(draw_data: PImDrawData); cdecl;
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var
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last_texture: GLint;
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last_viewport: array[0..3] of GLint;
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last_scissor_box: array[0..3] of GLint;
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io: PImGuiIO;
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fb_width, fb_height, n, cmd_i: integer;
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cmd_list: PImDrawList;
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vtx_buffer: PImDrawVert;
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idx_buffer: PImDrawIdx;
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pcmd: PImDrawCmd;
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begin
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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io := igGetIO();
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fb_width := trunc(io^.DisplaySize.x * io^.DisplayFramebufferScale.x);
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fb_height := trunc(io^.DisplaySize.y * io^.DisplayFramebufferScale.y);
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if (fb_width = 0) or (fb_height = 0) then
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exit;
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//draw_data->ScaleClipRects(io.DisplayFramebufferScale);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, @last_texture);
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glGetIntegerv(GL_VIEWPORT, @last_viewport);
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glGetIntegerv(GL_SCISSOR_BOX, @last_scissor_box);
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glPushAttrib(GL_ENABLE_BIT or GL_COLOR_BUFFER_BIT or GL_TRANSFORM_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnable(GL_TEXTURE_2D);
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glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
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// Setup viewport, orthographic projection matrix
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glViewport(0, 0, fb_width, fb_height);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.0, io^.DisplaySize.x, io^.DisplaySize.y, 0.0, -1.0, +1.0);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// Render command lists
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Assert(SizeOf(ImDrawIdx) = 2);
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for n := 0 to draw_data^.CmdListsCount - 1 do begin
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cmd_list := draw_data^.CmdLists[n];
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vtx_buffer := cmd_list^.VtxBuffer.Data;
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idx_buffer := cmd_list^.IdxBuffer.Data;
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//pos/uv/color offsets: 0, 8, 16
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glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), Pbyte(vtx_buffer) + 0);
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glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), Pbyte(vtx_buffer) + 8);
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), Pbyte(vtx_buffer) + 16);
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for cmd_i := 0 to cmd_list^.CmdBuffer.Size - 1 do begin
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pcmd := @(cmd_list^.CmdBuffer.Data[cmd_i]);
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if pcmd^.UserCallback <> nil then begin
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pcmd^.UserCallback(cmd_list, pcmd);
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end else begin
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glBindTexture(GL_TEXTURE_2D, GLuint(pcmd^.TextureId));
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glScissor(trunc(pcmd^.ClipRect.x), trunc(fb_height - pcmd^.ClipRect.w),
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trunc(pcmd^.ClipRect.z - pcmd^.ClipRect.x), trunc(pcmd^.ClipRect.w - pcmd^.ClipRect.y));
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try
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glDrawElements(GL_TRIANGLES, pcmd^.ElemCount, GL_UNSIGNED_SHORT, idx_buffer);
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except
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Write('*');
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end;
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end;
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idx_buffer += pcmd^.ElemCount
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end;
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end;
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// Restore modified state
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopAttrib();
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glViewport(last_viewport[0], last_viewport[1], GLsizei(last_viewport[2]), GLsizei(last_viewport[3]));
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glScissor(last_scissor_box[0], last_scissor_box[1], GLsizei(last_scissor_box[2]), GLsizei(last_scissor_box[3]));
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end;
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end.
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1936
terrain_viewer/imgui/fpimgui.pas
Normal file
1936
terrain_viewer/imgui/fpimgui.pas
Normal file
File diff suppressed because it is too large
Load Diff
300
terrain_viewer/imgui/fpimgui_impl_sdlgl2.pas
Normal file
300
terrain_viewer/imgui/fpimgui_impl_sdlgl2.pas
Normal file
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{
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Translation of "ImGui SDL2 binding with OpenGL" example, using SDL2 headers provided by https://github.com/ev1313/Pascal-SDL-2-Headers
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In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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You can copy and use unmodified imgui_impl_* files in your project.
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If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), Imgui_ImplSdlGL2_RenderDrawLists() and ImGui_ImplXXXX_Shutdown().
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If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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https://github.com/ocornut/imgui
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}
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unit fpimgui_impl_sdlgl2;
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{$mode objfpc}{$H+}
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interface
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uses
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sdl2, gl, glu, GLext,
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fpimgui;
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procedure ImGui_ImplSdlGL2_Init();
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procedure ImGui_ImplSdlGL2_Shutdown();
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procedure ImGui_ImplSdlGL2_NewFrame(window: PSDL_Window);
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||||||
|
procedure Imgui_ImplSdlGL2_RenderDrawLists(draw_data: PImDrawData); cdecl;
|
||||||
|
function ImGui_ImplSdlGL2_ProcessEvent(event: PSDL_Event): boolean;
|
||||||
|
|
||||||
|
implementation
|
||||||
|
|
||||||
|
// Data
|
||||||
|
var
|
||||||
|
g_Time: double = 0.0;
|
||||||
|
g_MousePressed: array[0..2] of bool = ( false, false, false );
|
||||||
|
g_MouseWheel: single = 0.0;
|
||||||
|
g_FontTexture: GLuint = 0;
|
||||||
|
|
||||||
|
function ImGui_ImplSdlGL2_ProcessEvent(event: PSDL_Event): boolean;
|
||||||
|
var
|
||||||
|
key: TSDL_KeyCode;
|
||||||
|
io: PImGuiIO;
|
||||||
|
begin
|
||||||
|
result := false;
|
||||||
|
io := igGetIO();
|
||||||
|
case event^.type_ of
|
||||||
|
SDL_MOUSEWHEEL: begin
|
||||||
|
if (event^.wheel.y > 0) then
|
||||||
|
g_MouseWheel := 1;
|
||||||
|
if (event^.wheel.y < 0) then
|
||||||
|
g_MouseWheel := -1;
|
||||||
|
result := true;
|
||||||
|
end;
|
||||||
|
SDL_MOUSEBUTTONDOWN: begin
|
||||||
|
if (event^.button.button = SDL_BUTTON_LEFT) then g_MousePressed[0] := true;
|
||||||
|
if (event^.button.button = SDL_BUTTON_RIGHT) then g_MousePressed[1] := true;
|
||||||
|
if (event^.button.button = SDL_BUTTON_MIDDLE) then g_MousePressed[2] := true;
|
||||||
|
result := true;
|
||||||
|
end;
|
||||||
|
SDL_TEXTINPUT: begin
|
||||||
|
ImGuiIO_AddInputCharactersUTF8(event^.text.text);
|
||||||
|
result := true;
|
||||||
|
end;
|
||||||
|
SDL_KEYDOWN, SDL_KEYUP: begin
|
||||||
|
key := event^.key.keysym.sym and (not SDLK_SCANCODE_MASK);
|
||||||
|
io^.KeysDown[key] := event^.type_ = SDL_KEYDOWN;
|
||||||
|
io^.KeyShift := (SDL_GetModState() and KMOD_SHIFT) <> 0;
|
||||||
|
io^.KeyCtrl := (SDL_GetModState() and KMOD_CTRL) <> 0;
|
||||||
|
io^.KeyAlt := (SDL_GetModState() and KMOD_ALT) <> 0;
|
||||||
|
io^.KeySuper := (SDL_GetModState() and KMOD_GUI) <> 0;
|
||||||
|
result := true;
|
||||||
|
end;
|
||||||
|
end;
|
||||||
|
end;
|
||||||
|
|
||||||
|
|
||||||
|
procedure ImGui_ImplSdlGL2_CreateDeviceObjects();
|
||||||
|
var
|
||||||
|
io: PImGuiIO;
|
||||||
|
pixels: pbyte;
|
||||||
|
width, height: integer;
|
||||||
|
font_atlas: PImFontAtlas;
|
||||||
|
last_texture: GLint;
|
||||||
|
begin
|
||||||
|
// Build texture atlas
|
||||||
|
io := igGetIO();
|
||||||
|
font_atlas := io^.Fonts;
|
||||||
|
//ImFontAtlas_AddFontDefault(font_atlas);
|
||||||
|
ImFontAtlas_GetTexDataAsAlpha8(font_atlas, @pixels, @width, @height);
|
||||||
|
|
||||||
|
// Upload texture to graphics system
|
||||||
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, @last_texture);
|
||||||
|
glGenTextures(1, @g_FontTexture);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
|
||||||
|
|
||||||
|
// Store our identifier
|
||||||
|
ImFontAtlas_SetTexID(font_atlas, Pointer(g_FontTexture));
|
||||||
|
|
||||||
|
// Restore state
|
||||||
|
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||||
|
end;
|
||||||
|
|
||||||
|
procedure ImGui_ImplSdlGL2_InvalidateDeviceObjects();
|
||||||
|
begin
|
||||||
|
if (g_FontTexture <> 0) then begin
|
||||||
|
glDeleteTextures(1, @g_FontTexture);
|
||||||
|
ImFontAtlas_SetTexID(igGetIO()^.Fonts, nil);
|
||||||
|
g_FontTexture := 0;
|
||||||
|
end;
|
||||||
|
end;
|
||||||
|
|
||||||
|
|
||||||
|
procedure ImGui_ImplSdlGL2_Init();
|
||||||
|
var
|
||||||
|
io: PImGuiIO;
|
||||||
|
begin
|
||||||
|
Load_GL_version_2_0;
|
||||||
|
io := igGetIO();
|
||||||
|
|
||||||
|
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||||
|
io^.KeyMap[ImGuiKey_Tab] := SDLK_TAB;
|
||||||
|
io^.KeyMap[ImGuiKey_LeftArrow] := SDL_SCANCODE_LEFT;
|
||||||
|
io^.KeyMap[ImGuiKey_RightArrow] := SDL_SCANCODE_RIGHT;
|
||||||
|
io^.KeyMap[ImGuiKey_UpArrow] := SDL_SCANCODE_UP;
|
||||||
|
io^.KeyMap[ImGuiKey_DownArrow] := SDL_SCANCODE_DOWN;
|
||||||
|
io^.KeyMap[ImGuiKey_PageUp] := SDL_SCANCODE_PAGEUP;
|
||||||
|
io^.KeyMap[ImGuiKey_PageDown] := SDL_SCANCODE_PAGEDOWN;
|
||||||
|
io^.KeyMap[ImGuiKey_Home] := SDL_SCANCODE_HOME;
|
||||||
|
io^.KeyMap[ImGuiKey_End] := SDL_SCANCODE_END;
|
||||||
|
io^.KeyMap[ImGuiKey_Delete] := SDLK_DELETE;
|
||||||
|
io^.KeyMap[ImGuiKey_Backspace] := SDLK_BACKSPACE;
|
||||||
|
io^.KeyMap[ImGuiKey_Enter] := SDLK_RETURN;
|
||||||
|
io^.KeyMap[ImGuiKey_Escape] := SDLK_ESCAPE;
|
||||||
|
io^.KeyMap[ImGuiKey_A] := SDLK_a;
|
||||||
|
io^.KeyMap[ImGuiKey_C] := SDLK_c;
|
||||||
|
io^.KeyMap[ImGuiKey_V] := SDLK_v;
|
||||||
|
io^.KeyMap[ImGuiKey_X] := SDLK_x;
|
||||||
|
io^.KeyMap[ImGuiKey_Y] := SDLK_y;
|
||||||
|
io^.KeyMap[ImGuiKey_Z] := SDLK_z;
|
||||||
|
|
||||||
|
io^.RenderDrawListsFn := @Imgui_ImplSdlGL2_RenderDrawLists;
|
||||||
|
io^.SetClipboardTextFn := nil;
|
||||||
|
io^.GetClipboardTextFn := nil;
|
||||||
|
io^.ClipboardUserData := nil;
|
||||||
|
end;
|
||||||
|
|
||||||
|
procedure ImGui_ImplSdlGL2_Shutdown();
|
||||||
|
begin
|
||||||
|
ImGui_ImplSdlGL2_InvalidateDeviceObjects();
|
||||||
|
igShutdown();
|
||||||
|
end;
|
||||||
|
|
||||||
|
procedure ImGui_ImplSdlGL2_NewFrame(window: PSDL_Window);
|
||||||
|
var
|
||||||
|
w, h: integer;
|
||||||
|
display_w, display_h: integer;
|
||||||
|
io: PImGuiIO;
|
||||||
|
time, mouseMask: UInt32;
|
||||||
|
current_time: double;
|
||||||
|
mx, my: Integer;
|
||||||
|
begin
|
||||||
|
if g_FontTexture = 0 then
|
||||||
|
ImGui_ImplSdlGL2_CreateDeviceObjects();
|
||||||
|
|
||||||
|
io := igGetIO();
|
||||||
|
|
||||||
|
// Setup display size (every frame to accommodate for window resizing)
|
||||||
|
SDL_GetWindowSize(window, @w, @h);
|
||||||
|
io^.DisplaySize := ImVec2Init(w, h);
|
||||||
|
io^.DisplayFramebufferScale := ImVec2Init(1, 1);
|
||||||
|
|
||||||
|
// SDL_GL_GetDrawableSize might be missing in pascal sdl2 headers - remove the next 3 lines in that case
|
||||||
|
SDL_GL_GetDrawableSize(window, @display_w, @display_h);
|
||||||
|
if (w <> 0) and (h <> 0) and ((w <> display_w) or (h <> display_h)) then
|
||||||
|
io^.DisplayFramebufferScale := ImVec2Init(display_w/w, display_h/h);
|
||||||
|
|
||||||
|
// Setup time step
|
||||||
|
time := SDL_GetTicks();
|
||||||
|
current_time := time / 1000.0;
|
||||||
|
if (g_Time > 0.0) then
|
||||||
|
io^.DeltaTime := current_time - g_Time
|
||||||
|
else
|
||||||
|
io^.DeltaTime := 1.0/60.0;
|
||||||
|
g_Time := current_time;
|
||||||
|
|
||||||
|
// Setup inputs
|
||||||
|
// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
|
||||||
|
mouseMask := SDL_GetMouseState(@mx, @my);
|
||||||
|
if ((SDL_GetWindowFlags(window) and SDL_WINDOW_MOUSE_FOCUS) <> 0) then
|
||||||
|
io^.MousePos := ImVec2Init(mx, my) // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||||
|
else
|
||||||
|
io^.MousePos := ImVec2Init(-1,-1);
|
||||||
|
|
||||||
|
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||||
|
io^.MouseDown[0] := g_MousePressed[0] or (mouseMask and SDL_BUTTON(SDL_BUTTON_LEFT) <> 0);
|
||||||
|
io^.MouseDown[1] := g_MousePressed[1] or (mouseMask and SDL_BUTTON(SDL_BUTTON_RIGHT) <> 0);
|
||||||
|
io^.MouseDown[2] := g_MousePressed[2] or (mouseMask and SDL_BUTTON(SDL_BUTTON_MIDDLE) <> 0);
|
||||||
|
g_MousePressed[0] := false;
|
||||||
|
g_MousePressed[1] := false;
|
||||||
|
g_MousePressed[2] := false;
|
||||||
|
|
||||||
|
io^.MouseWheel := g_MouseWheel;
|
||||||
|
g_MouseWheel := 0.0;
|
||||||
|
|
||||||
|
// Hide OS mouse cursor if ImGui is drawing it
|
||||||
|
//SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
|
||||||
|
|
||||||
|
// Start the frame
|
||||||
|
igNewFrame();
|
||||||
|
end;
|
||||||
|
|
||||||
|
procedure Imgui_ImplSdlGL2_RenderDrawLists(draw_data: PImDrawData); cdecl;
|
||||||
|
var
|
||||||
|
last_texture: GLint;
|
||||||
|
last_viewport: array[0..3] of GLint;
|
||||||
|
last_scissor_box: array[0..3] of GLint;
|
||||||
|
io: PImGuiIO;
|
||||||
|
fb_width, fb_height, n, cmd_i: integer;
|
||||||
|
cmd_list: PImDrawList;
|
||||||
|
vtx_buffer: PImDrawVert;
|
||||||
|
idx_buffer: PImDrawIdx;
|
||||||
|
pcmd: PImDrawCmd;
|
||||||
|
begin
|
||||||
|
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||||
|
io := igGetIO();
|
||||||
|
fb_width := trunc(io^.DisplaySize.x * io^.DisplayFramebufferScale.x);
|
||||||
|
fb_height := trunc(io^.DisplaySize.y * io^.DisplayFramebufferScale.y);
|
||||||
|
if (fb_width = 0) or (fb_height = 0) then
|
||||||
|
exit;
|
||||||
|
//draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||||
|
|
||||||
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, @last_texture);
|
||||||
|
glGetIntegerv(GL_VIEWPORT, @last_viewport);
|
||||||
|
glGetIntegerv(GL_SCISSOR_BOX, @last_scissor_box);
|
||||||
|
glPushAttrib(GL_ENABLE_BIT or GL_COLOR_BUFFER_BIT or GL_TRANSFORM_BIT);
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
glDisable(GL_CULL_FACE);
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
glEnable(GL_SCISSOR_TEST);
|
||||||
|
glEnableClientState(GL_VERTEX_ARRAY);
|
||||||
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||||
|
glEnableClientState(GL_COLOR_ARRAY);
|
||||||
|
glEnable(GL_TEXTURE_2D);
|
||||||
|
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
|
||||||
|
|
||||||
|
// Setup viewport, orthographic projection matrix
|
||||||
|
glViewport(0, 0, fb_width, fb_height);
|
||||||
|
glMatrixMode(GL_PROJECTION);
|
||||||
|
glPushMatrix();
|
||||||
|
glLoadIdentity();
|
||||||
|
glOrtho(0.0, io^.DisplaySize.x, io^.DisplaySize.y, 0.0, -1.0, +1.0);
|
||||||
|
glMatrixMode(GL_MODELVIEW);
|
||||||
|
glPushMatrix();
|
||||||
|
glLoadIdentity();
|
||||||
|
|
||||||
|
// Render command lists
|
||||||
|
Assert(SizeOf(ImDrawIdx) = 2);
|
||||||
|
|
||||||
|
for n := 0 to draw_data^.CmdListsCount - 1 do begin
|
||||||
|
cmd_list := draw_data^.CmdLists[n];
|
||||||
|
vtx_buffer := cmd_list^.VtxBuffer.Data;
|
||||||
|
idx_buffer := cmd_list^.IdxBuffer.Data;
|
||||||
|
|
||||||
|
//pos/uv/color offsets: 0, 8, 16
|
||||||
|
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), Pbyte(vtx_buffer) + 0);
|
||||||
|
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), Pbyte(vtx_buffer) + 8);
|
||||||
|
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), Pbyte(vtx_buffer) + 16);
|
||||||
|
|
||||||
|
for cmd_i := 0 to cmd_list^.CmdBuffer.Size - 1 do begin
|
||||||
|
pcmd := @(cmd_list^.CmdBuffer.Data[cmd_i]);
|
||||||
|
if pcmd^.UserCallback <> nil then begin
|
||||||
|
pcmd^.UserCallback(cmd_list, pcmd);
|
||||||
|
end else begin
|
||||||
|
glBindTexture(GL_TEXTURE_2D, GLuint(pcmd^.TextureId));
|
||||||
|
glScissor(trunc(pcmd^.ClipRect.x), trunc(fb_height - pcmd^.ClipRect.w),
|
||||||
|
trunc(pcmd^.ClipRect.z - pcmd^.ClipRect.x), trunc(pcmd^.ClipRect.w - pcmd^.ClipRect.y));
|
||||||
|
glDrawElements(GL_TRIANGLES, pcmd^.ElemCount, GL_UNSIGNED_SHORT, idx_buffer);
|
||||||
|
end;
|
||||||
|
idx_buffer += pcmd^.ElemCount
|
||||||
|
end;
|
||||||
|
end;
|
||||||
|
|
||||||
|
// Restore modified state
|
||||||
|
glDisableClientState(GL_COLOR_ARRAY);
|
||||||
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||||
|
glDisableClientState(GL_VERTEX_ARRAY);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||||
|
glMatrixMode(GL_MODELVIEW);
|
||||||
|
glPopMatrix();
|
||||||
|
glMatrixMode(GL_PROJECTION);
|
||||||
|
glPopMatrix();
|
||||||
|
glPopAttrib();
|
||||||
|
glViewport(last_viewport[0], last_viewport[1], GLsizei(last_viewport[2]), GLsizei(last_viewport[3]));
|
||||||
|
glScissor(last_scissor_box[0], last_scissor_box[1], GLsizei(last_scissor_box[2]), GLsizei(last_scissor_box[3]));
|
||||||
|
end;
|
||||||
|
|
||||||
|
end.
|
||||||
|
|
373
terrain_viewer/sdl2/sdl2-LICENSE
Normal file
373
terrain_viewer/sdl2/sdl2-LICENSE
Normal file
@ -0,0 +1,373 @@
|
|||||||
|
Mozilla Public License Version 2.0
|
||||||
|
==================================
|
||||||
|
|
||||||
|
1. Definitions
|
||||||
|
--------------
|
||||||
|
|
||||||
|
1.1. "Contributor"
|
||||||
|
means each individual or legal entity that creates, contributes to
|
||||||
|
the creation of, or owns Covered Software.
|
||||||
|
|
||||||
|
1.2. "Contributor Version"
|
||||||
|
means the combination of the Contributions of others (if any) used
|
||||||
|
by a Contributor and that particular Contributor's Contribution.
|
||||||
|
|
||||||
|
1.3. "Contribution"
|
||||||
|
means Covered Software of a particular Contributor.
|
||||||
|
|
||||||
|
1.4. "Covered Software"
|
||||||
|
means Source Code Form to which the initial Contributor has attached
|
||||||
|
the notice in Exhibit A, the Executable Form of such Source Code
|
||||||
|
Form, and Modifications of such Source Code Form, in each case
|
||||||
|
including portions thereof.
|
||||||
|
|
||||||
|
1.5. "Incompatible With Secondary Licenses"
|
||||||
|
means
|
||||||
|
|
||||||
|
(a) that the initial Contributor has attached the notice described
|
||||||
|
in Exhibit B to the Covered Software; or
|
||||||
|
|
||||||
|
(b) that the Covered Software was made available under the terms of
|
||||||
|
version 1.1 or earlier of the License, but not also under the
|
||||||
|
terms of a Secondary License.
|
||||||
|
|
||||||
|
1.6. "Executable Form"
|
||||||
|
means any form of the work other than Source Code Form.
|
||||||
|
|
||||||
|
1.7. "Larger Work"
|
||||||
|
means a work that combines Covered Software with other material, in
|
||||||
|
a separate file or files, that is not Covered Software.
|
||||||
|
|
||||||
|
1.8. "License"
|
||||||
|
means this document.
|
||||||
|
|
||||||
|
1.9. "Licensable"
|
||||||
|
means having the right to grant, to the maximum extent possible,
|
||||||
|
whether at the time of the initial grant or subsequently, any and
|
||||||
|
all of the rights conveyed by this License.
|
||||||
|
|
||||||
|
1.10. "Modifications"
|
||||||
|
means any of the following:
|
||||||
|
|
||||||
|
(a) any file in Source Code Form that results from an addition to,
|
||||||
|
deletion from, or modification of the contents of Covered
|
||||||
|
Software; or
|
||||||
|
|
||||||
|
(b) any new file in Source Code Form that contains any Covered
|
||||||
|
Software.
|
||||||
|
|
||||||
|
1.11. "Patent Claims" of a Contributor
|
||||||
|
means any patent claim(s), including without limitation, method,
|
||||||
|
process, and apparatus claims, in any patent Licensable by such
|
||||||
|
Contributor that would be infringed, but for the grant of the
|
||||||
|
License, by the making, using, selling, offering for sale, having
|
||||||
|
made, import, or transfer of either its Contributions or its
|
||||||
|
Contributor Version.
|
||||||
|
|
||||||
|
1.12. "Secondary License"
|
||||||
|
means either the GNU General Public License, Version 2.0, the GNU
|
||||||
|
Lesser General Public License, Version 2.1, the GNU Affero General
|
||||||
|
Public License, Version 3.0, or any later versions of those
|
||||||
|
licenses.
|
||||||
|
|
||||||
|
1.13. "Source Code Form"
|
||||||
|
means the form of the work preferred for making modifications.
|
||||||
|
|
||||||
|
1.14. "You" (or "Your")
|
||||||
|
means an individual or a legal entity exercising rights under this
|
||||||
|
License. For legal entities, "You" includes any entity that
|
||||||
|
controls, is controlled by, or is under common control with You. For
|
||||||
|
purposes of this definition, "control" means (a) the power, direct
|
||||||
|
or indirect, to cause the direction or management of such entity,
|
||||||
|
whether by contract or otherwise, or (b) ownership of more than
|
||||||
|
fifty percent (50%) of the outstanding shares or beneficial
|
||||||
|
ownership of such entity.
|
||||||
|
|
||||||
|
2. License Grants and Conditions
|
||||||
|
--------------------------------
|
||||||
|
|
||||||
|
2.1. Grants
|
||||||
|
|
||||||
|
Each Contributor hereby grants You a world-wide, royalty-free,
|
||||||
|
non-exclusive license:
|
||||||
|
|
||||||
|
(a) under intellectual property rights (other than patent or trademark)
|
||||||
|
Licensable by such Contributor to use, reproduce, make available,
|
||||||
|
modify, display, perform, distribute, and otherwise exploit its
|
||||||
|
Contributions, either on an unmodified basis, with Modifications, or
|
||||||
|
as part of a Larger Work; and
|
||||||
|
|
||||||
|
(b) under Patent Claims of such Contributor to make, use, sell, offer
|
||||||
|
for sale, have made, import, and otherwise transfer either its
|
||||||
|
Contributions or its Contributor Version.
|
||||||
|
|
||||||
|
2.2. Effective Date
|
||||||
|
|
||||||
|
The licenses granted in Section 2.1 with respect to any Contribution
|
||||||
|
become effective for each Contribution on the date the Contributor first
|
||||||
|
distributes such Contribution.
|
||||||
|
|
||||||
|
2.3. Limitations on Grant Scope
|
||||||
|
|
||||||
|
The licenses granted in this Section 2 are the only rights granted under
|
||||||
|
this License. No additional rights or licenses will be implied from the
|
||||||
|
distribution or licensing of Covered Software under this License.
|
||||||
|
Notwithstanding Section 2.1(b) above, no patent license is granted by a
|
||||||
|
Contributor:
|
||||||
|
|
||||||
|
(a) for any code that a Contributor has removed from Covered Software;
|
||||||
|
or
|
||||||
|
|
||||||
|
(b) for infringements caused by: (i) Your and any other third party's
|
||||||
|
modifications of Covered Software, or (ii) the combination of its
|
||||||
|
Contributions with other software (except as part of its Contributor
|
||||||
|
Version); or
|
||||||
|
|
||||||
|
(c) under Patent Claims infringed by Covered Software in the absence of
|
||||||
|
its Contributions.
|
||||||
|
|
||||||
|
This License does not grant any rights in the trademarks, service marks,
|
||||||
|
or logos of any Contributor (except as may be necessary to comply with
|
||||||
|
the notice requirements in Section 3.4).
|
||||||
|
|
||||||
|
2.4. Subsequent Licenses
|
||||||
|
|
||||||
|
No Contributor makes additional grants as a result of Your choice to
|
||||||
|
distribute the Covered Software under a subsequent version of this
|
||||||
|
License (see Section 10.2) or under the terms of a Secondary License (if
|
||||||
|
permitted under the terms of Section 3.3).
|
||||||
|
|
||||||
|
2.5. Representation
|
||||||
|
|
||||||
|
Each Contributor represents that the Contributor believes its
|
||||||
|
Contributions are its original creation(s) or it has sufficient rights
|
||||||
|
to grant the rights to its Contributions conveyed by this License.
|
||||||
|
|
||||||
|
2.6. Fair Use
|
||||||
|
|
||||||
|
This License is not intended to limit any rights You have under
|
||||||
|
applicable copyright doctrines of fair use, fair dealing, or other
|
||||||
|
equivalents.
|
||||||
|
|
||||||
|
2.7. Conditions
|
||||||
|
|
||||||
|
Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted
|
||||||
|
in Section 2.1.
|
||||||
|
|
||||||
|
3. Responsibilities
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
3.1. Distribution of Source Form
|
||||||
|
|
||||||
|
All distribution of Covered Software in Source Code Form, including any
|
||||||
|
Modifications that You create or to which You contribute, must be under
|
||||||
|
the terms of this License. You must inform recipients that the Source
|
||||||
|
Code Form of the Covered Software is governed by the terms of this
|
||||||
|
License, and how they can obtain a copy of this License. You may not
|
||||||
|
attempt to alter or restrict the recipients' rights in the Source Code
|
||||||
|
Form.
|
||||||
|
|
||||||
|
3.2. Distribution of Executable Form
|
||||||
|
|
||||||
|
If You distribute Covered Software in Executable Form then:
|
||||||
|
|
||||||
|
(a) such Covered Software must also be made available in Source Code
|
||||||
|
Form, as described in Section 3.1, and You must inform recipients of
|
||||||
|
the Executable Form how they can obtain a copy of such Source Code
|
||||||
|
Form by reasonable means in a timely manner, at a charge no more
|
||||||
|
than the cost of distribution to the recipient; and
|
||||||
|
|
||||||
|
(b) You may distribute such Executable Form under the terms of this
|
||||||
|
License, or sublicense it under different terms, provided that the
|
||||||
|
license for the Executable Form does not attempt to limit or alter
|
||||||
|
the recipients' rights in the Source Code Form under this License.
|
||||||
|
|
||||||
|
3.3. Distribution of a Larger Work
|
||||||
|
|
||||||
|
You may create and distribute a Larger Work under terms of Your choice,
|
||||||
|
provided that You also comply with the requirements of this License for
|
||||||
|
the Covered Software. If the Larger Work is a combination of Covered
|
||||||
|
Software with a work governed by one or more Secondary Licenses, and the
|
||||||
|
Covered Software is not Incompatible With Secondary Licenses, this
|
||||||
|
License permits You to additionally distribute such Covered Software
|
||||||
|
under the terms of such Secondary License(s), so that the recipient of
|
||||||
|
the Larger Work may, at their option, further distribute the Covered
|
||||||
|
Software under the terms of either this License or such Secondary
|
||||||
|
License(s).
|
||||||
|
|
||||||
|
3.4. Notices
|
||||||
|
|
||||||
|
You may not remove or alter the substance of any license notices
|
||||||
|
(including copyright notices, patent notices, disclaimers of warranty,
|
||||||
|
or limitations of liability) contained within the Source Code Form of
|
||||||
|
the Covered Software, except that You may alter any license notices to
|
||||||
|
the extent required to remedy known factual inaccuracies.
|
||||||
|
|
||||||
|
3.5. Application of Additional Terms
|
||||||
|
|
||||||
|
You may choose to offer, and to charge a fee for, warranty, support,
|
||||||
|
indemnity or liability obligations to one or more recipients of Covered
|
||||||
|
Software. However, You may do so only on Your own behalf, and not on
|
||||||
|
behalf of any Contributor. You must make it absolutely clear that any
|
||||||
|
such warranty, support, indemnity, or liability obligation is offered by
|
||||||
|
You alone, and You hereby agree to indemnify every Contributor for any
|
||||||
|
liability incurred by such Contributor as a result of warranty, support,
|
||||||
|
indemnity or liability terms You offer. You may include additional
|
||||||
|
disclaimers of warranty and limitations of liability specific to any
|
||||||
|
jurisdiction.
|
||||||
|
|
||||||
|
4. Inability to Comply Due to Statute or Regulation
|
||||||
|
---------------------------------------------------
|
||||||
|
|
||||||
|
If it is impossible for You to comply with any of the terms of this
|
||||||
|
License with respect to some or all of the Covered Software due to
|
||||||
|
statute, judicial order, or regulation then You must: (a) comply with
|
||||||
|
the terms of this License to the maximum extent possible; and (b)
|
||||||
|
describe the limitations and the code they affect. Such description must
|
||||||
|
be placed in a text file included with all distributions of the Covered
|
||||||
|
Software under this License. Except to the extent prohibited by statute
|
||||||
|
or regulation, such description must be sufficiently detailed for a
|
||||||
|
recipient of ordinary skill to be able to understand it.
|
||||||
|
|
||||||
|
5. Termination
|
||||||
|
--------------
|
||||||
|
|
||||||
|
5.1. The rights granted under this License will terminate automatically
|
||||||
|
if You fail to comply with any of its terms. However, if You become
|
||||||
|
compliant, then the rights granted under this License from a particular
|
||||||
|
Contributor are reinstated (a) provisionally, unless and until such
|
||||||
|
Contributor explicitly and finally terminates Your grants, and (b) on an
|
||||||
|
ongoing basis, if such Contributor fails to notify You of the
|
||||||
|
non-compliance by some reasonable means prior to 60 days after You have
|
||||||
|
come back into compliance. Moreover, Your grants from a particular
|
||||||
|
Contributor are reinstated on an ongoing basis if such Contributor
|
||||||
|
notifies You of the non-compliance by some reasonable means, this is the
|
||||||
|
first time You have received notice of non-compliance with this License
|
||||||
|
from such Contributor, and You become compliant prior to 30 days after
|
||||||
|
Your receipt of the notice.
|
||||||
|
|
||||||
|
5.2. If You initiate litigation against any entity by asserting a patent
|
||||||
|
infringement claim (excluding declaratory judgment actions,
|
||||||
|
counter-claims, and cross-claims) alleging that a Contributor Version
|
||||||
|
directly or indirectly infringes any patent, then the rights granted to
|
||||||
|
You by any and all Contributors for the Covered Software under Section
|
||||||
|
2.1 of this License shall terminate.
|
||||||
|
|
||||||
|
5.3. In the event of termination under Sections 5.1 or 5.2 above, all
|
||||||
|
end user license agreements (excluding distributors and resellers) which
|
||||||
|
have been validly granted by You or Your distributors under this License
|
||||||
|
prior to termination shall survive termination.
|
||||||
|
|
||||||
|
************************************************************************
|
||||||
|
* *
|
||||||
|
* 6. Disclaimer of Warranty *
|
||||||
|
* ------------------------- *
|
||||||
|
* *
|
||||||
|
* Covered Software is provided under this License on an "as is" *
|
||||||
|
* basis, without warranty of any kind, either expressed, implied, or *
|
||||||
|
* statutory, including, without limitation, warranties that the *
|
||||||
|
* Covered Software is free of defects, merchantable, fit for a *
|
||||||
|
* particular purpose or non-infringing. The entire risk as to the *
|
||||||
|
* quality and performance of the Covered Software is with You. *
|
||||||
|
* Should any Covered Software prove defective in any respect, You *
|
||||||
|
* (not any Contributor) assume the cost of any necessary servicing, *
|
||||||
|
* repair, or correction. This disclaimer of warranty constitutes an *
|
||||||
|
* essential part of this License. No use of any Covered Software is *
|
||||||
|
* authorized under this License except under this disclaimer. *
|
||||||
|
* *
|
||||||
|
************************************************************************
|
||||||
|
|
||||||
|
************************************************************************
|
||||||
|
* *
|
||||||
|
* 7. Limitation of Liability *
|
||||||
|
* -------------------------- *
|
||||||
|
* *
|
||||||
|
* Under no circumstances and under no legal theory, whether tort *
|
||||||
|
* (including negligence), contract, or otherwise, shall any *
|
||||||
|
* Contributor, or anyone who distributes Covered Software as *
|
||||||
|
* permitted above, be liable to You for any direct, indirect, *
|
||||||
|
* special, incidental, or consequential damages of any character *
|
||||||
|
* including, without limitation, damages for lost profits, loss of *
|
||||||
|
* goodwill, work stoppage, computer failure or malfunction, or any *
|
||||||
|
* and all other commercial damages or losses, even if such party *
|
||||||
|
* shall have been informed of the possibility of such damages. This *
|
||||||
|
* limitation of liability shall not apply to liability for death or *
|
||||||
|
* personal injury resulting from such party's negligence to the *
|
||||||
|
* extent applicable law prohibits such limitation. Some *
|
||||||
|
* jurisdictions do not allow the exclusion or limitation of *
|
||||||
|
* incidental or consequential damages, so this exclusion and *
|
||||||
|
* limitation may not apply to You. *
|
||||||
|
* *
|
||||||
|
************************************************************************
|
||||||
|
|
||||||
|
8. Litigation
|
||||||
|
-------------
|
||||||
|
|
||||||
|
Any litigation relating to this License may be brought only in the
|
||||||
|
courts of a jurisdiction where the defendant maintains its principal
|
||||||
|
place of business and such litigation shall be governed by laws of that
|
||||||
|
jurisdiction, without reference to its conflict-of-law provisions.
|
||||||
|
Nothing in this Section shall prevent a party's ability to bring
|
||||||
|
cross-claims or counter-claims.
|
||||||
|
|
||||||
|
9. Miscellaneous
|
||||||
|
----------------
|
||||||
|
|
||||||
|
This License represents the complete agreement concerning the subject
|
||||||
|
matter hereof. If any provision of this License is held to be
|
||||||
|
unenforceable, such provision shall be reformed only to the extent
|
||||||
|
necessary to make it enforceable. Any law or regulation which provides
|
||||||
|
that the language of a contract shall be construed against the drafter
|
||||||
|
shall not be used to construe this License against a Contributor.
|
||||||
|
|
||||||
|
10. Versions of the License
|
||||||
|
---------------------------
|
||||||
|
|
||||||
|
10.1. New Versions
|
||||||
|
|
||||||
|
Mozilla Foundation is the license steward. Except as provided in Section
|
||||||
|
10.3, no one other than the license steward has the right to modify or
|
||||||
|
publish new versions of this License. Each version will be given a
|
||||||
|
distinguishing version number.
|
||||||
|
|
||||||
|
10.2. Effect of New Versions
|
||||||
|
|
||||||
|
You may distribute the Covered Software under the terms of the version
|
||||||
|
of the License under which You originally received the Covered Software,
|
||||||
|
or under the terms of any subsequent version published by the license
|
||||||
|
steward.
|
||||||
|
|
||||||
|
10.3. Modified Versions
|
||||||
|
|
||||||
|
If you create software not governed by this License, and you want to
|
||||||
|
create a new license for such software, you may create and use a
|
||||||
|
modified version of this License if you rename the license and remove
|
||||||
|
any references to the name of the license steward (except to note that
|
||||||
|
such modified license differs from this License).
|
||||||
|
|
||||||
|
10.4. Distributing Source Code Form that is Incompatible With Secondary
|
||||||
|
Licenses
|
||||||
|
|
||||||
|
If You choose to distribute Source Code Form that is Incompatible With
|
||||||
|
Secondary Licenses under the terms of this version of the License, the
|
||||||
|
notice described in Exhibit B of this License must be attached.
|
||||||
|
|
||||||
|
Exhibit A - Source Code Form License Notice
|
||||||
|
-------------------------------------------
|
||||||
|
|
||||||
|
This Source Code Form is subject to the terms of the Mozilla Public
|
||||||
|
License, v. 2.0. If a copy of the MPL was not distributed with this
|
||||||
|
file, You can obtain one at http://mozilla.org/MPL/2.0/.
|
||||||
|
|
||||||
|
If it is not possible or desirable to put the notice in a particular
|
||||||
|
file, then You may include the notice in a location (such as a LICENSE
|
||||||
|
file in a relevant directory) where a recipient would be likely to look
|
||||||
|
for such a notice.
|
||||||
|
|
||||||
|
You may add additional accurate notices of copyright ownership.
|
||||||
|
|
||||||
|
Exhibit B - "Incompatible With Secondary Licenses" Notice
|
||||||
|
---------------------------------------------------------
|
||||||
|
|
||||||
|
This Source Code Form is "Incompatible With Secondary Licenses", as
|
||||||
|
defined by the Mozilla Public License, v. 2.0.
|
10782
terrain_viewer/sdl2/sdl2.pas
Normal file
10782
terrain_viewer/sdl2/sdl2.pas
Normal file
File diff suppressed because it is too large
Load Diff
Loading…
x
Reference in New Issue
Block a user