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<div class="fragment"><div class="line"><a id="l00001" name="l00001"></a><span class="lineno"> 1</span><span class="preprocessor">#pragma once</span></div>
<div class="line"><a id="l00002" name="l00002"></a><span class="lineno"> 2</span> </div>
<div class="line"><a id="l00003" name="l00003"></a><span class="lineno"> 3</span><span class="preprocessor">#include <cstdint></span></div>
<div class="line"><a id="l00004" name="l00004"></a><span class="lineno"> 4</span><span class="preprocessor">#include <cstdio></span></div>
<div class="line"><a id="l00005" name="l00005"></a><span class="lineno"> 5</span><span class="preprocessor">#include <cstdlib></span></div>
<div class="line"><a id="l00006" name="l00006"></a><span class="lineno"> 6</span><span class="preprocessor">#include <memory></span></div>
<div class="line"><a id="l00007" name="l00007"></a><span class="lineno"> 7</span><span class="preprocessor">#include <string></span></div>
<div class="line"><a id="l00008" name="l00008"></a><span class="lineno"> 8</span><span class="preprocessor">#include <vector></span></div>
<div class="line"><a id="l00009" name="l00009"></a><span class="lineno"> 9</span> </div>
<div class="line"><a id="l00010" name="l00010"></a><span class="lineno"> 10</span><span class="preprocessor">#define IMGUI_DEFINE_MATH_OPERATORS</span></div>
<div class="line"><a id="l00011" name="l00011"></a><span class="lineno"> 11</span><span class="preprocessor">#include "imgui.h"</span></div>
<div class="line"><a id="l00012" name="l00012"></a><span class="lineno"> 12</span> </div>
<div class="line"><a id="l00013" name="l00013"></a><span class="lineno"> 13</span><span class="keyword">class </span><a class="code hl_class" href="classViewManager.html">ViewManager</a>;</div>
<div class="line"><a id="l00014" name="l00014"></a><span class="lineno"> 14</span> </div>
<div class="line"><a id="l00015" name="l00015"></a><span class="lineno"> 15</span><span class="comment">// Renderer/windowing abstraction for the viewer. Implement BaseBackend and</span></div>
<div class="line"><a id="l00016" name="l00016"></a><span class="lineno"> 16</span><span class="comment">// expose a Create<Name>Backend() factory; only src/ui/backends may include a</span></div>
<div class="line"><a id="l00017" name="l00017"></a><span class="lineno"> 17</span><span class="comment">// backend's own headers.</span></div>
<div class="line"><a id="l00018" name="l00018"></a><span class="lineno"> 18</span><span class="keyword">namespace </span>UI {</div>
<div class="line"><a id="l00019" name="l00019"></a><span class="lineno"> 19</span> </div>
<div class="line"><a id="l00020" name="l00020"></a><span class="lineno"> 20</span><span class="keyword">using </span>TextureHandle = ImTextureID;</div>
<div class="line"><a id="l00021" name="l00021"></a><span class="lineno"> 21</span><span class="keyword">constexpr</span> TextureHandle kInvalidTexture = (TextureHandle)0;</div>
<div class="line"><a id="l00022" name="l00022"></a><span class="lineno"> 22</span> </div>
<div class="line"><a id="l00023" name="l00023"></a><span class="lineno"> 23</span><span class="comment">// A single point for DrawPointCloud (object-space position + RGBA color).</span></div>
<div class="foldopen" id="foldopen00024" data-start="{" data-end="};">
<div class="line"><a id="l00024" name="l00024"></a><span class="lineno"><a class="line" href="structUI_1_1PreviewVertex.html"> 24</a></span><span class="keyword">struct </span><a class="code hl_struct" href="structUI_1_1PreviewVertex.html">PreviewVertex</a> {</div>
<div class="line"><a id="l00025" name="l00025"></a><span class="lineno"> 25</span> <span class="keywordtype">float</span> position[3];</div>
<div class="line"><a id="l00026" name="l00026"></a><span class="lineno"> 26</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> color[4];</div>
<div class="line"><a id="l00027" name="l00027"></a><span class="lineno"> 27</span>};</div>
</div>
<div class="line"><a id="l00028" name="l00028"></a><span class="lineno"> 28</span> </div>
<div class="line"><a id="l00029" name="l00029"></a><span class="lineno"> 29</span><span class="comment">// One display list of an assembled model, with its object->world transform</span></div>
<div class="line"><a id="l00030" name="l00030"></a><span class="lineno"> 30</span><span class="comment">// (row-vector convention, translation in row 3) and SM64 drawing layer.</span></div>
<div class="line"><a id="l00031" name="l00031"></a><span class="lineno"> 31</span><span class="comment">// Billboarded parts store their transform relative to the billboard node plus</span></div>
<div class="line"><a id="l00032" name="l00032"></a><span class="lineno"> 32</span><span class="comment">// the node's world position; the backend rebuilds them facing the camera.</span></div>
<div class="line"><a id="l00033" name="l00033"></a><span class="lineno"> 33</span><span class="comment">// Texture bound to a model part; the backend emits the tile setup. Offsets</span></div>
<div class="line"><a id="l00034" name="l00034"></a><span class="lineno"> 34</span><span class="comment">// index into blob; fmt/siz are G_IM_FMT_*/G_IM_SIZ_* values, cm* are</span></div>
<div class="line"><a id="l00035" name="l00035"></a><span class="lineno"> 35</span><span class="comment">// G_TX_WRAP/MIRROR/CLAMP flags.</span></div>
<div class="foldopen" id="foldopen00036" data-start="{" data-end="};">
<div class="line"><a id="l00036" name="l00036"></a><span class="lineno"><a class="line" href="structUI_1_1PartTexture.html"> 36</a></span><span class="keyword">struct </span><a class="code hl_struct" href="structUI_1_1PartTexture.html">PartTexture</a> {</div>
<div class="line"><a id="l00037" name="l00037"></a><span class="lineno"> 37</span> std::shared_ptr<std::vector<uint8_t>> blob;</div>
<div class="line"><a id="l00038" name="l00038"></a><span class="lineno"> 38</span> uint32_t rasterOffset = 0;</div>
<div class="line"><a id="l00039" name="l00039"></a><span class="lineno"> 39</span> uint32_t paletteOffset = 0; <span class="comment">// CI formats only</span></div>
<div class="line"><a id="l00040" name="l00040"></a><span class="lineno"> 40</span> uint16_t width = 0;</div>
<div class="line"><a id="l00041" name="l00041"></a><span class="lineno"> 41</span> uint16_t height = 0;</div>
<div class="line"><a id="l00042" name="l00042"></a><span class="lineno"> 42</span> uint8_t fmt = 0;</div>
<div class="line"><a id="l00043" name="l00043"></a><span class="lineno"> 43</span> uint8_t siz = 0;</div>
<div class="line"><a id="l00044" name="l00044"></a><span class="lineno"> 44</span> uint8_t cmS = 0;</div>
<div class="line"><a id="l00045" name="l00045"></a><span class="lineno"> 45</span> uint8_t cmT = 0;</div>
<div class="line"><a id="l00046" name="l00046"></a><span class="lineno"> 46</span> <span class="comment">// Cycle-1 combine: 0 modulate, 1 blend, 2 decal (PM64 main-only subtypes).</span></div>
<div class="line"><a id="l00047" name="l00047"></a><span class="lineno"> 47</span> uint8_t combine = 0;</div>
<div class="line"><a id="l00048" name="l00048"></a><span class="lineno"> 48</span> <span class="comment">// Second tile blended into cycle 1 (PM64 aux textures): 0 = none,</span></div>
<div class="line"><a id="l00049" name="l00049"></a><span class="lineno"> 49</span> <span class="comment">// 2 = shared raster (aux is the second half of the main raster),</span></div>
<div class="line"><a id="l00050" name="l00050"></a><span class="lineno"> 50</span> <span class="comment">// 3 = independent raster/palette.</span></div>
<div class="line"><a id="l00051" name="l00051"></a><span class="lineno"> 51</span> uint8_t auxMode = 0;</div>
<div class="line"><a id="l00052" name="l00052"></a><span class="lineno"> 52</span> uint32_t auxRasterOffset = 0;</div>
<div class="line"><a id="l00053" name="l00053"></a><span class="lineno"> 53</span> uint32_t auxPaletteOffset = 0;</div>
<div class="line"><a id="l00054" name="l00054"></a><span class="lineno"> 54</span> uint16_t auxWidth = 0;</div>
<div class="line"><a id="l00055" name="l00055"></a><span class="lineno"> 55</span> uint16_t auxHeight = 0;</div>
<div class="line"><a id="l00056" name="l00056"></a><span class="lineno"> 56</span> uint8_t auxFmt = 0;</div>
<div class="line"><a id="l00057" name="l00057"></a><span class="lineno"> 57</span> uint8_t auxSiz = 0;</div>
<div class="line"><a id="l00058" name="l00058"></a><span class="lineno"> 58</span> uint8_t auxCmS = 0;</div>
<div class="line"><a id="l00059" name="l00059"></a><span class="lineno"> 59</span> uint8_t auxCmT = 0;</div>
<div class="line"><a id="l00060" name="l00060"></a><span class="lineno"> 60</span>};</div>
</div>
<div class="line"><a id="l00061" name="l00061"></a><span class="lineno"> 61</span> </div>
<div class="foldopen" id="foldopen00062" data-start="{" data-end="};">
<div class="line"><a id="l00062" name="l00062"></a><span class="lineno"><a class="line" href="structUI_1_1ModelPart.html"> 62</a></span><span class="keyword">struct </span><a class="code hl_struct" href="structUI_1_1ModelPart.html">ModelPart</a> {</div>
<div class="line"><a id="l00063" name="l00063"></a><span class="lineno"> 63</span> std::string resource;</div>
<div class="line"><a id="l00064" name="l00064"></a><span class="lineno"> 64</span> <span class="keywordtype">float</span> mtx[4][4];</div>
<div class="line"><a id="l00065" name="l00065"></a><span class="lineno"> 65</span> uint8_t layer = 1; <span class="comment">// LAYER_OPAQUE</span></div>
<div class="line"><a id="l00066" name="l00066"></a><span class="lineno"> 66</span> <span class="comment">// Exact render mode pair (othermode L cycle words); 0 = layer default.</span></div>
<div class="line"><a id="l00067" name="l00067"></a><span class="lineno"> 67</span> uint32_t renderMode1 = 0;</div>
<div class="line"><a id="l00068" name="l00068"></a><span class="lineno"> 68</span> uint32_t renderMode2 = 0;</div>
<div class="line"><a id="l00069" name="l00069"></a><span class="lineno"> 69</span> uint8_t cycleType = 1; <span class="comment">// pipeline cycles the render mode pair expects (1 or 2)</span></div>
<div class="line"><a id="l00070" name="l00070"></a><span class="lineno"> 70</span> <span class="keywordtype">bool</span> billboard = <span class="keyword">false</span>;</div>
<div class="line"><a id="l00071" name="l00071"></a><span class="lineno"> 71</span> <span class="keywordtype">float</span> anchor[3] = { 0.0f, 0.0f, 0.0f };</div>
<div class="line"><a id="l00072" name="l00072"></a><span class="lineno"> 72</span> <span class="keywordtype">bool</span> unlit = <span class="keyword">false</span>; <span class="comment">// vertex-colored geometry; preview lighting must not apply</span></div>
<div class="line"><a id="l00073" name="l00073"></a><span class="lineno"> 73</span> <span class="keywordtype">bool</span> fullAmbient = <span class="keyword">false</span>; <span class="comment">// light with white ambient (bright, for lit previews)</span></div>
<div class="line"><a id="l00074" name="l00074"></a><span class="lineno"> 74</span> <span class="comment">// Untextured combine for game DLs that load their own textures (SF64):</span></div>
<div class="line"><a id="l00075" name="l00075"></a><span class="lineno"> 75</span> <span class="comment">// 0 = shade only (vertex color), 1 = texture modulate (enables texturing so</span></div>
<div class="line"><a id="l00076" name="l00076"></a><span class="lineno"> 76</span> <span class="comment">// the DL's own texture shows), 2 = flat primitive color, 3 = auto (impose no</span></div>
<div class="line"><a id="l00077" name="l00077"></a><span class="lineno"> 77</span> <span class="comment">// combine/texture state; the display list renders as authored).</span></div>
<div class="line"><a id="l00078" name="l00078"></a><span class="lineno"> 78</span> uint8_t gameShade = 0;</div>
<div class="line"><a id="l00079" name="l00079"></a><span class="lineno"> 79</span> std::shared_ptr<PartTexture> texture;</div>
<div class="line"><a id="l00080" name="l00080"></a><span class="lineno"> 80</span>};</div>
</div>
<div class="line"><a id="l00081" name="l00081"></a><span class="lineno"> 81</span> </div>
<div class="line"><a id="l00082" name="l00082"></a><span class="lineno"> 82</span><span class="comment">// A display-list bundle parsed from a game blob: byte-swapped f3dex2 command</span></div>
<div class="line"><a id="l00083" name="l00083"></a><span class="lineno"> 83</span><span class="comment">// words whose pointer operands are file offsets. G_VTX operands are relative</span></div>
<div class="line"><a id="l00084" name="l00084"></a><span class="lineno"> 84</span><span class="comment">// to vtxBase within the blob; G_DL operands reference other dlists by their</span></div>
<div class="line"><a id="l00085" name="l00085"></a><span class="lineno"> 85</span><span class="comment">// blob offset; G_SETTIMG operands are blob offsets.</span></div>
<div class="foldopen" id="foldopen00086" data-start="{" data-end="};">
<div class="line"><a id="l00086" name="l00086"></a><span class="lineno"><a class="line" href="structUI_1_1GfxBundleDList.html"> 86</a></span><span class="keyword">struct </span><a class="code hl_struct" href="structUI_1_1GfxBundleDList.html">GfxBundleDList</a> {</div>
<div class="line"><a id="l00087" name="l00087"></a><span class="lineno"> 87</span> uint32_t offset = 0;</div>
<div class="line"><a id="l00088" name="l00088"></a><span class="lineno"> 88</span> std::vector<uint32_t> words; <span class="comment">// w0/w1 pairs</span></div>
<div class="line"><a id="l00089" name="l00089"></a><span class="lineno"> 89</span>};</div>
</div>
<div class="line"><a id="l00090" name="l00090"></a><span class="lineno"> 90</span> </div>
<div class="foldopen" id="foldopen00091" data-start="{" data-end="};">
<div class="line"><a id="l00091" name="l00091"></a><span class="lineno"><a class="line" href="structUI_1_1GfxBundle.html"> 91</a></span><span class="keyword">struct </span><a class="code hl_struct" href="structUI_1_1GfxBundle.html">GfxBundle</a> {</div>
<div class="line"><a id="l00092" name="l00092"></a><span class="lineno"> 92</span> std::shared_ptr<std::vector<uint8_t>> blob;</div>
<div class="line"><a id="l00093" name="l00093"></a><span class="lineno"> 93</span> uint32_t vtxBase = 0;</div>
<div class="line"><a id="l00094" name="l00094"></a><span class="lineno"> 94</span> uint32_t vtxSize = 0;</div>
<div class="line"><a id="l00095" name="l00095"></a><span class="lineno"> 95</span> std::vector<GfxBundleDList> dlists;</div>
<div class="line"><a id="l00096" name="l00096"></a><span class="lineno"> 96</span>};</div>
</div>
<div class="line"><a id="l00097" name="l00097"></a><span class="lineno"> 97</span> </div>
<div class="line"><a id="l00098" name="l00098"></a><span class="lineno"> 98</span><span class="comment">// Orbit camera: yaw/pitch in radians, zoom > 1 moves closer, pan in screen</span></div>
<div class="line"><a id="l00099" name="l00099"></a><span class="lineno"> 99</span><span class="comment">// pixels shifting the look-at target in the view plane.</span></div>
<div class="foldopen" id="foldopen00100" data-start="{" data-end="};">
<div class="line"><a id="l00100" name="l00100"></a><span class="lineno"><a class="line" href="structUI_1_1OrbitView.html"> 100</a></span><span class="keyword">struct </span><a class="code hl_struct" href="structUI_1_1OrbitView.html">OrbitView</a> {</div>
<div class="line"><a id="l00101" name="l00101"></a><span class="lineno"> 101</span> <span class="keywordtype">float</span> yaw = 0.6f;</div>
<div class="line"><a id="l00102" name="l00102"></a><span class="lineno"> 102</span> <span class="keywordtype">float</span> pitch = 0.3f;</div>
<div class="line"><a id="l00103" name="l00103"></a><span class="lineno"> 103</span> <span class="keywordtype">float</span> zoom = 1.0f;</div>
<div class="line"><a id="l00104" name="l00104"></a><span class="lineno"> 104</span> <span class="keywordtype">float</span> panX = 0.0f;</div>
<div class="line"><a id="l00105" name="l00105"></a><span class="lineno"> 105</span> <span class="keywordtype">float</span> panY = 0.0f;</div>
<div class="line"><a id="l00106" name="l00106"></a><span class="lineno"> 106</span>};</div>
</div>
<div class="line"><a id="l00107" name="l00107"></a><span class="lineno"> 107</span> </div>
<div class="line"><a id="l00108" name="l00108"></a><span class="lineno"> 108</span><span class="comment">// Shared preview point light. Position is in bounding radii from the model's</span></div>
<div class="line"><a id="l00109" name="l00109"></a><span class="lineno"> 109</span><span class="comment">// center; intensity falls off quadratically with distance. Parts that bind</span></div>
<div class="line"><a id="l00110" name="l00110"></a><span class="lineno"> 110</span><span class="comment">// their own material lights (how SM64 colors body parts) override it.</span></div>
<div class="foldopen" id="foldopen00111" data-start="{" data-end="};">
<div class="line"><a id="l00111" name="l00111"></a><span class="lineno"><a class="line" href="structUI_1_1PreviewLighting.html"> 111</a></span><span class="keyword">struct </span><a class="code hl_struct" href="structUI_1_1PreviewLighting.html">PreviewLighting</a> {</div>
<div class="line"><a id="l00112" name="l00112"></a><span class="lineno"> 112</span> <span class="keywordtype">bool</span> enabled = <span class="keyword">true</span>; <span class="comment">// G_LIGHTING on/off</span></div>
<div class="line"><a id="l00113" name="l00113"></a><span class="lineno"> 113</span> <span class="keywordtype">float</span> ambient[3] = { 0.25f, 0.25f, 0.25f };</div>
<div class="line"><a id="l00114" name="l00114"></a><span class="lineno"> 114</span> <span class="keywordtype">float</span> color[3] = { 1.0f, 1.0f, 1.0f };</div>
<div class="line"><a id="l00115" name="l00115"></a><span class="lineno"> 115</span> <span class="keywordtype">float</span> position[3] = { 1.5f, 2.0f, 1.5f };</div>
<div class="line"><a id="l00116" name="l00116"></a><span class="lineno"> 116</span> <span class="keywordtype">float</span> intensity = 1.0f;</div>
<div class="line"><a id="l00117" name="l00117"></a><span class="lineno"> 117</span> <span class="keywordtype">float</span> falloff = 0.3f;</div>
<div class="line"><a id="l00118" name="l00118"></a><span class="lineno"> 118</span>};</div>
</div>
<div class="line"><a id="l00119" name="l00119"></a><span class="lineno"> 119</span> </div>
<div class="line"><a id="l00120" name="l00120"></a><span class="lineno"> 120</span><span class="keyword">inline</span> <a class="code hl_struct" href="structUI_1_1PreviewLighting.html">PreviewLighting</a>& GetPreviewLighting() {</div>
<div class="line"><a id="l00121" name="l00121"></a><span class="lineno"> 121</span> <span class="keyword">static</span> <a class="code hl_struct" href="structUI_1_1PreviewLighting.html">PreviewLighting</a> lighting;</div>
<div class="line"><a id="l00122" name="l00122"></a><span class="lineno"> 122</span> <span class="keywordflow">return</span> lighting;</div>
<div class="line"><a id="l00123" name="l00123"></a><span class="lineno"> 123</span>}</div>
<div class="line"><a id="l00124" name="l00124"></a><span class="lineno"> 124</span> </div>
<div class="line"><a id="l00125" name="l00125"></a><span class="lineno"> 125</span><span class="comment">// Shared preview fog (N64 vertex fog: blender cycle-1 fog shade). Start/end</span></div>
<div class="line"><a id="l00126" name="l00126"></a><span class="lineno"> 126</span><span class="comment">// are gSPFogPosition units (0..1000 across the near..far range).</span></div>
<div class="foldopen" id="foldopen00127" data-start="{" data-end="};">
<div class="line"><a id="l00127" name="l00127"></a><span class="lineno"><a class="line" href="structUI_1_1PreviewAtmosphere.html"> 127</a></span><span class="keyword">struct </span><a class="code hl_struct" href="structUI_1_1PreviewAtmosphere.html">PreviewAtmosphere</a> {</div>
<div class="line"><a id="l00128" name="l00128"></a><span class="lineno"> 128</span> <span class="keywordtype">bool</span> fogEnabled = <span class="keyword">false</span>;</div>
<div class="line"><a id="l00129" name="l00129"></a><span class="lineno"> 129</span> <span class="keywordtype">float</span> fogColor[3] = { 0.45f, 0.50f, 0.65f };</div>
<div class="line"><a id="l00130" name="l00130"></a><span class="lineno"> 130</span> <span class="keywordtype">int</span> fogStart = 890;</div>
<div class="line"><a id="l00131" name="l00131"></a><span class="lineno"> 131</span> <span class="keywordtype">int</span> fogEnd = 1000;</div>
<div class="line"><a id="l00132" name="l00132"></a><span class="lineno"> 132</span>};</div>
</div>
<div class="line"><a id="l00133" name="l00133"></a><span class="lineno"> 133</span> </div>
<div class="line"><a id="l00134" name="l00134"></a><span class="lineno"> 134</span><span class="keyword">inline</span> <a class="code hl_struct" href="structUI_1_1PreviewAtmosphere.html">PreviewAtmosphere</a>& GetPreviewAtmosphere() {</div>
<div class="line"><a id="l00135" name="l00135"></a><span class="lineno"> 135</span> <span class="keyword">static</span> <a class="code hl_struct" href="structUI_1_1PreviewAtmosphere.html">PreviewAtmosphere</a> atmosphere = [] {</div>
<div class="line"><a id="l00136" name="l00136"></a><span class="lineno"> 136</span> <a class="code hl_struct" href="structUI_1_1PreviewAtmosphere.html">PreviewAtmosphere</a> a;</div>
<div class="line"><a id="l00137" name="l00137"></a><span class="lineno"> 137</span> <span class="keywordflow">if</span> (<span class="keyword">const</span> <span class="keywordtype">char</span>* f = std::getenv(<span class="stringliteral">"TORCH_UI_FOG"</span>)) {</div>
<div class="line"><a id="l00138" name="l00138"></a><span class="lineno"> 138</span> a.fogEnabled = <span class="keyword">true</span>;</div>
<div class="line"><a id="l00139" name="l00139"></a><span class="lineno"> 139</span> <span class="keywordtype">int</span> s0 = 0, e0 = 0;</div>
<div class="line"><a id="l00140" name="l00140"></a><span class="lineno"> 140</span> <span class="keywordflow">if</span> (sscanf(f, <span class="stringliteral">"%d:%d"</span>, &s0, &e0) == 2 && e0 > s0) {</div>
<div class="line"><a id="l00141" name="l00141"></a><span class="lineno"> 141</span> a.fogStart = s0;</div>
<div class="line"><a id="l00142" name="l00142"></a><span class="lineno"> 142</span> a.fogEnd = e0;</div>
<div class="line"><a id="l00143" name="l00143"></a><span class="lineno"> 143</span> }</div>
<div class="line"><a id="l00144" name="l00144"></a><span class="lineno"> 144</span> }</div>
<div class="line"><a id="l00145" name="l00145"></a><span class="lineno"> 145</span> <span class="keywordflow">return</span> a;</div>
<div class="line"><a id="l00146" name="l00146"></a><span class="lineno"> 146</span> }();</div>
<div class="line"><a id="l00147" name="l00147"></a><span class="lineno"> 147</span> <span class="keywordflow">return</span> atmosphere;</div>
<div class="line"><a id="l00148" name="l00148"></a><span class="lineno"> 148</span>}</div>
<div class="line"><a id="l00149" name="l00149"></a><span class="lineno"> 149</span> </div>
<div class="foldopen" id="foldopen00150" data-start="{" data-end="};">
<div class="line"><a id="l00150" name="l00150"></a><span class="lineno"><a class="line" href="classUI_1_1BaseBackend.html"> 150</a></span><span class="keyword">class </span><a class="code hl_class" href="classUI_1_1BaseBackend.html">BaseBackend</a> {</div>
<div class="line"><a id="l00151" name="l00151"></a><span class="lineno"> 151</span><span class="keyword">public</span>:</div>
<div class="line"><a id="l00152" name="l00152"></a><span class="lineno"> 152</span> <span class="keyword">virtual</span> <a class="code hl_class" href="classUI_1_1BaseBackend.html">~BaseBackend</a>() = <span class="keywordflow">default</span>;</div>
<div class="line"><a id="l00153" name="l00153"></a><span class="lineno"> 153</span> </div>
<div class="line"><a id="l00154" name="l00154"></a><span class="lineno"> 154</span> <span class="comment">// Owns the window and render loop: creates the window, applies the theme,</span></div>
<div class="line"><a id="l00155" name="l00155"></a><span class="lineno"> 155</span> <span class="comment">// draws `views` every frame until the user closes it.</span></div>
<div class="line"><a id="l00156" name="l00156"></a><span class="lineno"> 156</span> <span class="keyword">virtual</span> <span class="keywordtype">void</span> RunViewer(<span class="keyword">const</span> std::shared_ptr<ViewManager>& views) = 0;</div>
<div class="line"><a id="l00157" name="l00157"></a><span class="lineno"> 157</span> </div>
<div class="line"><a id="l00158" name="l00158"></a><span class="lineno"> 158</span> <span class="comment">// Uploads 8-bit RGBA pixels; kInvalidTexture on failure. The backend owns</span></div>
<div class="line"><a id="l00159" name="l00159"></a><span class="lineno"> 159</span> <span class="comment">// the GPU resource.</span></div>
<div class="line"><a id="l00160" name="l00160"></a><span class="lineno"> 160</span> <span class="keyword">virtual</span> TextureHandle UploadRGBA8(<span class="keyword">const</span> uint8_t* pixels, <span class="keywordtype">int</span> width, <span class="keywordtype">int</span> height) = 0;</div>
<div class="line"><a id="l00161" name="l00161"></a><span class="lineno"> 161</span> </div>
<div class="line"><a id="l00162" name="l00162"></a><span class="lineno"> 162</span> <span class="comment">// Draws a colored point cloud at the given screen rect. `id` keys a</span></div>
<div class="line"><a id="l00163" name="l00163"></a><span class="lineno"> 163</span> <span class="comment">// reusable render target. Optional.</span></div>
<div class="line"><a id="l00164" name="l00164"></a><span class="lineno"> 164</span> <span class="keyword">virtual</span> <span class="keywordtype">void</span> DrawPointCloud(uint64_t <span class="keywordtype">id</span>, <span class="keyword">const</span> std::vector<PreviewVertex>& points,</div>
<div class="line"><a id="l00165" name="l00165"></a><span class="lineno"> 165</span> <span class="keyword">const</span> ImVec2& topLeft, <span class="keyword">const</span> ImVec2& size, <span class="keyword">const</span> <a class="code hl_struct" href="structUI_1_1OrbitView.html">OrbitView</a>& view) {}</div>
<div class="line"><a id="l00166" name="l00166"></a><span class="lineno"> 166</span> </div>
<div class="line"><a id="l00167" name="l00167"></a><span class="lineno"> 167</span> <span class="comment">// Previews a display-list resource as a shaded model at the given screen</span></div>
<div class="line"><a id="l00168" name="l00168"></a><span class="lineno"> 168</span> <span class="comment">// rect. Requires the resource's archive to be mounted. Optional.</span></div>
<div class="line"><a id="l00169" name="l00169"></a><span class="lineno"> 169</span> <span class="keyword">virtual</span> <span class="keywordtype">void</span> DrawModel(<span class="keyword">const</span> std::string& resourceName, <span class="keyword">const</span> ImVec2& topLeft, <span class="keyword">const</span> ImVec2& size,</div>
<div class="line"><a id="l00170" name="l00170"></a><span class="lineno"> 170</span> <span class="keyword">const</span> <a class="code hl_struct" href="structUI_1_1OrbitView.html">OrbitView</a>& view) {}</div>
<div class="line"><a id="l00171" name="l00171"></a><span class="lineno"> 171</span> </div>
<div class="line"><a id="l00172" name="l00172"></a><span class="lineno"> 172</span> <span class="comment">// Previews a multi-part model (e.g. a flattened geo layout). `key`</span></div>
<div class="line"><a id="l00173" name="l00173"></a><span class="lineno"> 173</span> <span class="comment">// identifies the assembled model for render-target reuse. Optional.</span></div>
<div class="line"><a id="l00174" name="l00174"></a><span class="lineno"> 174</span> <span class="keyword">virtual</span> <span class="keywordtype">void</span> DrawModelParts(<span class="keyword">const</span> std::string& key, <span class="keyword">const</span> std::vector<ModelPart>& parts,</div>
<div class="line"><a id="l00175" name="l00175"></a><span class="lineno"> 175</span> <span class="keyword">const</span> ImVec2& topLeft, <span class="keyword">const</span> ImVec2& size, <span class="keyword">const</span> <a class="code hl_struct" href="structUI_1_1OrbitView.html">OrbitView</a>& view) {}</div>
<div class="line"><a id="l00176" name="l00176"></a><span class="lineno"> 176</span> </div>
<div class="line"><a id="l00177" name="l00177"></a><span class="lineno"> 177</span> <span class="comment">// Registers an entry display list from a parsed game blob under `name` so</span></div>
<div class="line"><a id="l00178" name="l00178"></a><span class="lineno"> 178</span> <span class="comment">// ModelPart::resource can reference it. Returns false if unsupported.</span></div>
<div class="line"><a id="l00179" name="l00179"></a><span class="lineno"> 179</span> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> RegisterGameDList(<span class="keyword">const</span> std::string& name, <span class="keyword">const</span> <a class="code hl_struct" href="structUI_1_1GfxBundle.html">GfxBundle</a>& bundle, uint32_t entryOffset) {</div>
<div class="line"><a id="l00180" name="l00180"></a><span class="lineno"> 180</span> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div>
<div class="line"><a id="l00181" name="l00181"></a><span class="lineno"> 181</span> }</div>
<div class="line"><a id="l00182" name="l00182"></a><span class="lineno"> 182</span> </div>
<div class="line"><a id="l00183" name="l00183"></a><span class="lineno"> 183</span> <span class="comment">// Screen-space backdrop image (RGBA8, cover-fit) drawn behind the model</span></div>
<div class="line"><a id="l00184" name="l00184"></a><span class="lineno"> 184</span> <span class="comment">// keyed by DrawModelParts' `key`. nullptr clears it. Optional.</span></div>
<div class="line"><a id="l00185" name="l00185"></a><span class="lineno"> 185</span> <span class="keyword">virtual</span> <span class="keywordtype">void</span> SetPreviewBackdrop(<span class="keyword">const</span> std::string& key, <span class="keyword">const</span> uint8_t* rgba, <span class="keywordtype">int</span> width, <span class="keywordtype">int</span> height) {}</div>
<div class="line"><a id="l00186" name="l00186"></a><span class="lineno"> 186</span> </div>
<div class="line"><a id="l00187" name="l00187"></a><span class="lineno"> 187</span> <span class="comment">// Renders a colored triangle soup (three PreviewVertex per triangle) with</span></div>
<div class="line"><a id="l00188" name="l00188"></a><span class="lineno"> 188</span> <span class="comment">// the same camera and render-target reuse as DrawModelParts. Optional.</span></div>
<div class="line"><a id="l00189" name="l00189"></a><span class="lineno"> 189</span> <span class="keyword">virtual</span> <span class="keywordtype">void</span> DrawTriangles(<span class="keyword">const</span> std::string& key, <span class="keyword">const</span> std::vector<PreviewVertex>& tris,</div>
<div class="line"><a id="l00190" name="l00190"></a><span class="lineno"> 190</span> <span class="keyword">const</span> ImVec2& topLeft, <span class="keyword">const</span> ImVec2& size, <span class="keyword">const</span> <a class="code hl_struct" href="structUI_1_1OrbitView.html">OrbitView</a>& view) {}</div>
<div class="line"><a id="l00191" name="l00191"></a><span class="lineno"> 191</span> </div>
<div class="line"><a id="l00192" name="l00192"></a><span class="lineno"> 192</span> <span class="comment">// Plays interleaved 16-bit PCM, replacing whatever is currently playing.</span></div>
<div class="line"><a id="l00193" name="l00193"></a><span class="lineno"> 193</span> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> PlaySamples(<span class="keyword">const</span> int16_t* frames, <span class="keywordtype">size_t</span> frameCount, <span class="keywordtype">int</span> sampleRate, <span class="keywordtype">int</span> channels) { <span class="keywordflow">return</span> <span class="keyword">false</span>; }</div>
<div class="line"><a id="l00194" name="l00194"></a><span class="lineno"> 194</span> <span class="keyword">virtual</span> <span class="keywordtype">void</span> StopAudio() {}</div>
<div class="line"><a id="l00195" name="l00195"></a><span class="lineno"> 195</span> <span class="comment">// Playback position in [0,1]; negative when idle/finished.</span></div>
<div class="line"><a id="l00196" name="l00196"></a><span class="lineno"> 196</span> <span class="keyword">virtual</span> <span class="keywordtype">float</span> AudioProgress() { <span class="keywordflow">return</span> -1.0f; }</div>
<div class="line"><a id="l00197" name="l00197"></a><span class="lineno"> 197</span> <span class="keyword">virtual</span> <span class="keywordtype">void</span> SeekAudio(<span class="keywordtype">float</span> progress) {}</div>
<div class="line"><a id="l00198" name="l00198"></a><span class="lineno"> 198</span> <span class="keyword">virtual</span> <span class="keywordtype">void</span> SetAudioVolume(<span class="keywordtype">float</span> volume) {}</div>
<div class="line"><a id="l00199" name="l00199"></a><span class="lineno"> 199</span> <span class="keyword">virtual</span> <span class="keywordtype">float</span> GetAudioVolume() { <span class="keywordflow">return</span> 1.0f; }</div>
<div class="line"><a id="l00200" name="l00200"></a><span class="lineno"> 200</span> <span class="comment">// Playback-rate multiplier (1 = the sample's own rate).</span></div>
<div class="line"><a id="l00201" name="l00201"></a><span class="lineno"> 201</span> <span class="keyword">virtual</span> <span class="keywordtype">void</span> SetAudioSpeed(<span class="keywordtype">float</span> speed) {}</div>
<div class="line"><a id="l00202" name="l00202"></a><span class="lineno"> 202</span> <span class="keyword">virtual</span> <span class="keywordtype">float</span> GetAudioSpeed() { <span class="keywordflow">return</span> 1.0f; }</div>
<div class="line"><a id="l00203" name="l00203"></a><span class="lineno"> 203</span>};</div>
</div>
<div class="line"><a id="l00204" name="l00204"></a><span class="lineno"> 204</span> </div>
<div class="line"><a id="l00205" name="l00205"></a><span class="lineno"> 205</span><span class="keyword">inline</span> <a class="code hl_class" href="classUI_1_1BaseBackend.html">BaseBackend</a>*& ActiveBackend() {</div>
<div class="line"><a id="l00206" name="l00206"></a><span class="lineno"> 206</span> <span class="keyword">static</span> <a class="code hl_class" href="classUI_1_1BaseBackend.html">BaseBackend</a>* backend = <span class="keyword">nullptr</span>;</div>
<div class="line"><a id="l00207" name="l00207"></a><span class="lineno"> 207</span> <span class="keywordflow">return</span> backend;</div>
<div class="line"><a id="l00208" name="l00208"></a><span class="lineno"> 208</span>}</div>
<div class="line"><a id="l00209" name="l00209"></a><span class="lineno"> 209</span> </div>
<div class="line"><a id="l00210" name="l00210"></a><span class="lineno"> 210</span><span class="keyword">inline</span> BaseBackend* GetBackend() {</div>
<div class="line"><a id="l00211" name="l00211"></a><span class="lineno"> 211</span> <span class="keywordflow">return</span> ActiveBackend();</div>
<div class="line"><a id="l00212" name="l00212"></a><span class="lineno"> 212</span>}</div>
<div class="line"><a id="l00213" name="l00213"></a><span class="lineno"> 213</span> </div>
<div class="line"><a id="l00214" name="l00214"></a><span class="lineno"> 214</span><span class="keyword">inline</span> <span class="keywordtype">void</span> SetBackend(<a class="code hl_class" href="classUI_1_1BaseBackend.html">BaseBackend</a>* backend) {</div>
<div class="line"><a id="l00215" name="l00215"></a><span class="lineno"> 215</span> ActiveBackend() = backend;</div>
<div class="line"><a id="l00216" name="l00216"></a><span class="lineno"> 216</span>}</div>
<div class="line"><a id="l00217" name="l00217"></a><span class="lineno"> 217</span> </div>
<div class="line"><a id="l00218" name="l00218"></a><span class="lineno"> 218</span>} <span class="comment">// namespace UI</span></div>
<div class="ttc" id="aclassUI_1_1BaseBackend_html"><div class="ttname"><a href="classUI_1_1BaseBackend.html">UI::BaseBackend</a></div><div class="ttdef"><b>Definition</b> BaseBackend.h:150</div></div>
<div class="ttc" id="aclassViewManager_html"><div class="ttname"><a href="classViewManager.html">ViewManager</a></div><div class="ttdef"><b>Definition</b> View.h:35</div></div>
<div class="ttc" id="astructUI_1_1GfxBundleDList_html"><div class="ttname"><a href="structUI_1_1GfxBundleDList.html">UI::GfxBundleDList</a></div><div class="ttdef"><b>Definition</b> BaseBackend.h:86</div></div>
<div class="ttc" id="astructUI_1_1GfxBundle_html"><div class="ttname"><a href="structUI_1_1GfxBundle.html">UI::GfxBundle</a></div><div class="ttdef"><b>Definition</b> BaseBackend.h:91</div></div>
<div class="ttc" id="astructUI_1_1ModelPart_html"><div class="ttname"><a href="structUI_1_1ModelPart.html">UI::ModelPart</a></div><div class="ttdef"><b>Definition</b> BaseBackend.h:62</div></div>
<div class="ttc" id="astructUI_1_1OrbitView_html"><div class="ttname"><a href="structUI_1_1OrbitView.html">UI::OrbitView</a></div><div class="ttdef"><b>Definition</b> BaseBackend.h:100</div></div>
<div class="ttc" id="astructUI_1_1PartTexture_html"><div class="ttname"><a href="structUI_1_1PartTexture.html">UI::PartTexture</a></div><div class="ttdef"><b>Definition</b> BaseBackend.h:36</div></div>
<div class="ttc" id="astructUI_1_1PreviewAtmosphere_html"><div class="ttname"><a href="structUI_1_1PreviewAtmosphere.html">UI::PreviewAtmosphere</a></div><div class="ttdef"><b>Definition</b> BaseBackend.h:127</div></div>
<div class="ttc" id="astructUI_1_1PreviewLighting_html"><div class="ttname"><a href="structUI_1_1PreviewLighting.html">UI::PreviewLighting</a></div><div class="ttdef"><b>Definition</b> BaseBackend.h:111</div></div>
<div class="ttc" id="astructUI_1_1PreviewVertex_html"><div class="ttname"><a href="structUI_1_1PreviewVertex.html">UI::PreviewVertex</a></div><div class="ttdef"><b>Definition</b> BaseBackend.h:24</div></div>
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