Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives

This commit is contained in:
ocornut 2015-07-08 12:49:18 -06:00
commit 60dd221737
9 changed files with 444 additions and 15 deletions

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@ -4,11 +4,10 @@ I choose to provide Visual Studio 10 .sln files and Makefile for Linux/OSX.
Please let me know if they don't work with your setup! Please let me know if they don't work with your setup!
You can probably just import the .cpp files into your own system and figure out the linkage from there. You can probably just import the .cpp files into your own system and figure out the linkage from there.
opengl_example/ opengl_example/
OpenGL example, using GLFW + fixed pipeline. OpenGL example, using GLFW + fixed pipeline.
This is simple and should work for all OpenGL enabled applications. This is simple and should work for all OpenGL enabled applications.
Prefer following this example since it is the shortest one! Prefer following this example to learn how ImGui works, because it is the simplest shortest one!
opengl3_example/ opengl3_example/
OpenGL example, using GLFW/GL3W + programmable pipeline. OpenGL example, using GLFW/GL3W + programmable pipeline.
@ -28,3 +27,6 @@ ios_example/
sdl_opengl_example/ sdl_opengl_example/
SDL2 + OpenGL example. SDL2 + OpenGL example.
allegro5_example/
Allegro 5 example.

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@ -0,0 +1,18 @@
# How to Build
- On Ubuntu 14.04+
```bash
g++ -I ../imgui main.cpp imgui_impl_a5.cpp ../imgui/imgui.cpp -lallegro -lallegro_primitives
```
- On Windows with Visual Studio's CLI
\<a5path\> is your allegro5 folder.
```
cl /MD /I <a5path\include> /I ..\imgui main.cpp imgui_impl_a5.cpp ..\imgui\imgui.cpp /link /LIBPATH:<a5path\lib> allegro-5.0.10-monolith-md.lib user32.lib
```
public domain

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@ -0,0 +1,284 @@
// ImGui Allegro 5 bindings
// https://github.com/ocornut/imgui
// by @birthggd, public domain
#include <stdint.h> // uint64_t
#include <cstring> // memcpy
#include <imgui.h>
#include "imgui_impl_a5.h"
#include <allegro5/allegro.h>
#include <allegro5/allegro_primitives.h>
#ifdef _WIN32
#include <allegro5/allegro_windows.h>
#endif
// Data
static ALLEGRO_DISPLAY* g_Display = NULL;
static ALLEGRO_BITMAP* g_Texture = NULL;
static double g_Time = 0.0;
static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL;
static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL;
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
struct ImDrawVertAllegro
{
ImVec2 pos;
ImVec2 uv;
ALLEGRO_COLOR col;
};
static void ImGui_ImplA5_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
int op, src, dst;
al_get_blender(&op, &src, &dst);
al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats
static ImVector<ImDrawVertAllegro> vertices;
vertices.resize(cmd_list->vtx_buffer.size());
for (int i = 0; i < cmd_list->vtx_buffer.size(); ++i)
{
const ImDrawVert &dv = cmd_list->vtx_buffer[i];
ImDrawVertAllegro v;
v.pos = dv.pos;
v.uv = dv.uv;
unsigned char *c = (unsigned char*)&dv.col;
v.col = al_map_rgba(c[0], c[1], c[2], c[3]);
vertices[i] = v;
}
int vtx_offset = 0;
for (int cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
if (pcmd->user_callback)
{
pcmd->user_callback(cmd_list, pcmd);
}
else
{
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->texture_id;
al_set_clipping_rectangle(pcmd->clip_rect.x, pcmd->clip_rect.y, pcmd->clip_rect.z-pcmd->clip_rect.x, pcmd->clip_rect.w-pcmd->clip_rect.y);
al_draw_prim(&vertices[0], g_VertexDecl, texture, vtx_offset, vtx_offset+pcmd->vtx_count, ALLEGRO_PRIM_TRIANGLE_LIST);
}
vtx_offset += pcmd->vtx_count;
}
}
// Restore modified state
al_set_blender(op, src, dst);
al_set_clipping_rectangle(0, 0, al_get_display_width(g_Display), al_get_display_height(g_Display));
}
bool Imgui_ImplA5_CreateDeviceObjects()
{
ImGuiIO &io = ImGui::GetIO();
// Build texture
unsigned char *pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create texture
int flags = al_get_new_bitmap_flags();
int fmt = al_get_new_bitmap_format();
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP|ALLEGRO_MIN_LINEAR|ALLEGRO_MAG_LINEAR);
al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
al_set_new_bitmap_flags(flags);
al_set_new_bitmap_format(fmt);
if (!img)
return false;
ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
if (!locked_img)
{
al_destroy_bitmap(img);
return false;
}
memcpy(locked_img->data, pixels, sizeof(int)*width*height);
al_unlock_bitmap(img);
// Convert software texture to hardware texture.
ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
al_destroy_bitmap(img);
if (!cloned_img)
return false;
// Store our identifier
io.Fonts->TexID = (void*)cloned_img;
g_Texture = cloned_img;
// Cleanup (don't clear the input data if you want to append new fonts later)
io.Fonts->ClearInputData();
io.Fonts->ClearTexData();
// Create an invisible mouse cursor
// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8,8);
g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
al_destroy_bitmap(mouse_cursor);
return true;
}
void ImGui_ImplA5_InvalidateDeviceObjects()
{
if (g_Texture)
{
al_destroy_bitmap(g_Texture);
ImGui::GetIO().Fonts->TexID = NULL;
g_Texture = NULL;
}
if (g_MouseCursorInvisible)
{
al_destroy_mouse_cursor(g_MouseCursorInvisible);
g_MouseCursorInvisible = NULL;
}
}
bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
{
g_Display = display;
// Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
ALLEGRO_VERTEX_ELEMENT elems[] =
{
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, pos) },
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, uv) },
{ ALLEGRO_PRIM_COLOR_ATTR, 0, OFFSETOF(ImDrawVertAllegro, col) },
{ 0, 0, 0 }
};
g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP;
io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN;
io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME;
io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END;
io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
io.RenderDrawListsFn = ImGui_ImplA5_RenderDrawLists;
#ifdef _WIN32
io.ImeWindowHandle = al_get_win_window_handle(g_Display);
#endif
return true;
}
void ImGui_ImplA5_Shutdown()
{
ImGui_ImplA5_InvalidateDeviceObjects();
ImGui::Shutdown();
}
bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
{
ImGuiIO &io = ImGui::GetIO();
switch (ev->type)
{
case ALLEGRO_EVENT_MOUSE_AXES:
io.MouseWheel += ev->mouse.dz;
return true;
case ALLEGRO_EVENT_KEY_CHAR:
if (ev->keyboard.display == g_Display)
if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
return true;
case ALLEGRO_EVENT_KEY_DOWN:
case ALLEGRO_EVENT_KEY_UP:
if (ev->keyboard.display == g_Display)
io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN);
return true;
}
return false;
}
void ImGui_ImplA5_NewFrame()
{
if (!g_Texture)
Imgui_ImplA5_CreateDeviceObjects();
ImGuiIO &io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
w = al_get_display_width(g_Display);
h = al_get_display_height(g_Display);
io.DisplaySize = ImVec2((float)w, (float)h);
// Setup time step
double current_time = al_get_time();
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_Time = current_time;
// Setup inputs
ALLEGRO_KEYBOARD_STATE keys;
al_get_keyboard_state(&keys);
io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL);
io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT);
io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
ALLEGRO_MOUSE_STATE mouse;
if (keys.display == g_Display)
{
al_get_mouse_state(&mouse);
io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
}
else
{
io.MousePos = ImVec2(-1, -1);
}
al_get_mouse_state(&mouse);
io.MouseDown[0] = mouse.buttons & (1 << 0);
io.MouseDown[1] = mouse.buttons & (1 << 1);
io.MouseDown[2] = mouse.buttons & (1 << 2);
// Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor)
{
al_set_mouse_cursor(g_Display, g_MouseCursorInvisible);
}
else
{
ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
switch (ImGui::GetMouseCursor())
{
case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
case ImGuiMouseCursor_Move: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
}
al_set_system_mouse_cursor(g_Display, cursor_id);
}
// Start the frame
ImGui::NewFrame();
}

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@ -0,0 +1,18 @@
// ImGui Allegro 5 bindings
// https://github.com/ocornut/imgui
// by @birthggd, public domain
#pragma once
struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT;
bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display);
void ImGui_ImplA5_Shutdown();
void ImGui_ImplA5_NewFrame();
bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event);
// Use if you want to reset your rendering device without losing ImGui state.
bool Imgui_ImplA5_CreateDeviceObjects();
void ImGui_ImplA5_InvalidateDeviceObjects();

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@ -0,0 +1,97 @@
// ImGui - standalone example application for Allegro 5
// public domain
#include <stdint.h>
#include <allegro5/allegro.h>
#include <allegro5/allegro_primitives.h>
#include <imgui.h>
#include "imgui_impl_a5.h"
int main(int, char**)
{
// Setup Allegro
al_init();
al_install_keyboard();
al_install_mouse();
al_init_primitives_addon();
al_set_new_display_flags(ALLEGRO_RESIZABLE);
ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
al_set_window_title(display, "ImGui Allegro 5 example");
ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
al_register_event_source(queue, al_get_display_event_source(display));
al_register_event_source(queue, al_get_keyboard_event_source());
al_register_event_source(queue, al_get_mouse_event_source());
// Setup ImGui binding
ImGui_ImplA5_Init(display);
//ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font0 = io.Fonts->AddFontDefault();
//ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImColor(114, 144, 154);
// Main loop
bool running = true;
while (running)
{
ALLEGRO_EVENT ev;
while (al_get_next_event(queue, &ev))
{
ImGui_ImplA5_ProcessEvent(&ev);
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false;
if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
{
ImGui_ImplA5_InvalidateDeviceObjects();
al_acknowledge_resize(display);
Imgui_ImplA5_CreateDeviceObjects();
}
}
ImGui_ImplA5_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
// Rendering
al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
ImGui::Render();
al_flip_display();
}
// Cleanup
ImGui_ImplA5_Shutdown();
al_destroy_event_queue(queue);
al_destroy_display(display);
return 0;
}

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@ -0,0 +1,10 @@
# How to Build
- On Windows with Visual Studio's CLI
\<sdl2path\> is your SDL2 folder.
```
cl /MD /I <sdl2path\include> /I ..\.. main.cpp imgui_impl_sdl.cpp ..\..\imgui.cpp /link /LIBPATH:<sdl2path\lib> SDL2.lib SDL2main.lib
```

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@ -95,39 +95,39 @@ static void ImGui_ImplSdl_SetClipboardText(const char* text)
SDL_SetClipboardText(text); SDL_SetClipboardText(text);
} }
bool ImGui_ImplSdl_EventCallback(const SDL_Event& event) bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
switch (event.type) switch (event->type)
{ {
case SDL_MOUSEWHEEL: case SDL_MOUSEWHEEL:
{ {
if (event.wheel.y > 0) if (event->wheel.y > 0)
g_MouseWheel = 1; g_MouseWheel = 1;
if (event.wheel.y < 0) if (event->wheel.y < 0)
g_MouseWheel = -1; g_MouseWheel = -1;
return true; return true;
} }
case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONDOWN:
{ {
if (event.button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true; if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
if (event.button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true; if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
if (event.button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true; if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
return true; return true;
} }
case SDL_TEXTINPUT: case SDL_TEXTINPUT:
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
unsigned int c = event.text.text[0]; unsigned int c = event->text.text[0];
if (c > 0 && c < 0x10000) if (c > 0 && c < 0x10000)
io.AddInputCharacter((unsigned short)event.text.text[0]); io.AddInputCharacter((unsigned short)c);
return true; return true;
} }
case SDL_KEYDOWN: case SDL_KEYDOWN:
case SDL_KEYUP: case SDL_KEYUP:
{ {
int key = event.key.keysym.sym & ~SDLK_SCANCODE_MASK; int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
io.KeysDown[key] = (event.type == SDL_KEYDOWN); io.KeysDown[key] = (event->type == SDL_KEYDOWN);
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0); io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);

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@ -7,7 +7,7 @@ typedef union SDL_Event SDL_Event;
bool ImGui_ImplSdl_Init(SDL_Window *window); bool ImGui_ImplSdl_Init(SDL_Window *window);
void ImGui_ImplSdl_Shutdown(); void ImGui_ImplSdl_Shutdown();
void ImGui_ImplSdl_NewFrame(SDL_Window *window); void ImGui_ImplSdl_NewFrame(SDL_Window *window);
bool ImGui_ImplSdl_EventCallback(const SDL_Event& event); bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
// Use if you want to reset your rendering device without losing ImGui state. // Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplSdl_InvalidateDeviceObjects(); void ImGui_ImplSdl_InvalidateDeviceObjects();

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@ -44,7 +44,7 @@ int SDL_main(int, char**)
SDL_Event event; SDL_Event event;
while (SDL_PollEvent(&event)) while (SDL_PollEvent(&event))
{ {
ImGui_ImplSdl_EventCallback(event); ImGui_ImplSdl_ProcessEvent(&event);
if (event.type == SDL_QUIT) if (event.type == SDL_QUIT)
done = true; done = true;
} }