imgui_impl_opengl3.cpp 18 KB

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  1. // ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
  2. // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
  3. // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
  4. // Implemented features:
  5. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  6. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  7. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  8. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  9. // https://github.com/ocornut/imgui
  10. // CHANGELOG
  11. // (minor and older changes stripped away, please see git history for details)
  12. // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  13. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
  14. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  15. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
  16. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
  17. // 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
  18. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
  19. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
  20. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
  21. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
  22. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
  23. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
  24. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
  25. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
  26. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  27. #define _CRT_SECURE_NO_WARNINGS
  28. #endif
  29. #include "imgui.h"
  30. #include "imgui_impl_opengl3.h"
  31. #include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions. You may freely use any other OpenGL loader such as: glew, glad, glLoadGen, etc.
  32. //#include <glew.h>
  33. // OpenGL Data
  34. static char g_GlslVersion[32] = "";
  35. static GLuint g_FontTexture = 0;
  36. static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
  37. static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
  38. static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
  39. static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
  40. // Forward Declarations
  41. static void ImGui_ImplOpenGL3_InitPlatformInterface();
  42. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  43. // Functions
  44. bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
  45. {
  46. // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
  47. if (glsl_version == NULL)
  48. glsl_version = "#version 150";
  49. IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
  50. strcpy(g_GlslVersion, glsl_version);
  51. strcat(g_GlslVersion, "\n");
  52. // Setup back-end capabilities flags
  53. ImGuiIO& io = ImGui::GetIO();
  54. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  55. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  56. ImGui_ImplOpenGL3_InitPlatformInterface();
  57. return true;
  58. }
  59. void ImGui_ImplOpenGL3_Shutdown()
  60. {
  61. ImGui_ImplOpenGL3_ShutdownPlatformInterface();
  62. ImGui_ImplOpenGL3_DestroyDeviceObjects();
  63. }
  64. void ImGui_ImplOpenGL3_NewFrame()
  65. {
  66. if (!g_FontTexture)
  67. ImGui_ImplOpenGL3_CreateDeviceObjects();
  68. }
  69. // OpenGL3 Render function.
  70. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  71. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
  72. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
  73. {
  74. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  75. ImGuiIO& io = ImGui::GetIO();
  76. int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
  77. int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
  78. if (fb_width <= 0 || fb_height <= 0)
  79. return;
  80. draw_data->ScaleClipRects(io.DisplayFramebufferScale);
  81. // Backup GL state
  82. GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
  83. glActiveTexture(GL_TEXTURE0);
  84. GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
  85. GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  86. GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
  87. GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  88. GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  89. GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
  90. GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
  91. GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
  92. GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
  93. GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
  94. GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
  95. GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
  96. GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
  97. GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
  98. GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
  99. GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
  100. GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  101. GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  102. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
  103. glEnable(GL_BLEND);
  104. glBlendEquation(GL_FUNC_ADD);
  105. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  106. glDisable(GL_CULL_FACE);
  107. glDisable(GL_DEPTH_TEST);
  108. glEnable(GL_SCISSOR_TEST);
  109. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  110. // Setup viewport, orthographic projection matrix
  111. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
  112. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
  113. float L = draw_data->DisplayPos.x;
  114. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  115. float T = draw_data->DisplayPos.y;
  116. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  117. const float ortho_projection[4][4] =
  118. {
  119. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  120. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  121. { 0.0f, 0.0f, -1.0f, 0.0f },
  122. { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
  123. };
  124. glUseProgram(g_ShaderHandle);
  125. glUniform1i(g_AttribLocationTex, 0);
  126. glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
  127. if (glBindSampler) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
  128. // Recreate the VAO every time
  129. // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
  130. GLuint vao_handle = 0;
  131. glGenVertexArrays(1, &vao_handle);
  132. glBindVertexArray(vao_handle);
  133. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  134. glEnableVertexAttribArray(g_AttribLocationPosition);
  135. glEnableVertexAttribArray(g_AttribLocationUV);
  136. glEnableVertexAttribArray(g_AttribLocationColor);
  137. glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
  138. glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
  139. glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
  140. // Draw
  141. ImVec2 pos = draw_data->DisplayPos;
  142. for (int n = 0; n < draw_data->CmdListsCount; n++)
  143. {
  144. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  145. const ImDrawIdx* idx_buffer_offset = 0;
  146. glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
  147. glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
  148. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
  149. glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
  150. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  151. {
  152. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  153. if (pcmd->UserCallback)
  154. {
  155. // User callback (registered via ImDrawList::AddCallback)
  156. pcmd->UserCallback(cmd_list, pcmd);
  157. }
  158. else
  159. {
  160. ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
  161. if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
  162. {
  163. // Apply scissor/clipping rectangle
  164. glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
  165. // Bind texture, Draw
  166. glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
  167. glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
  168. }
  169. }
  170. idx_buffer_offset += pcmd->ElemCount;
  171. }
  172. }
  173. glDeleteVertexArrays(1, &vao_handle);
  174. // Restore modified GL state
  175. glUseProgram(last_program);
  176. glBindTexture(GL_TEXTURE_2D, last_texture);
  177. if (glBindSampler) glBindSampler(0, last_sampler);
  178. glActiveTexture(last_active_texture);
  179. glBindVertexArray(last_vertex_array);
  180. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  181. glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
  182. glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
  183. if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
  184. if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
  185. if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
  186. if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
  187. glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
  188. glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
  189. glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
  190. }
  191. bool ImGui_ImplOpenGL3_CreateFontsTexture()
  192. {
  193. // Build texture atlas
  194. ImGuiIO& io = ImGui::GetIO();
  195. unsigned char* pixels;
  196. int width, height;
  197. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
  198. // Upload texture to graphics system
  199. GLint last_texture;
  200. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  201. glGenTextures(1, &g_FontTexture);
  202. glBindTexture(GL_TEXTURE_2D, g_FontTexture);
  203. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  204. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  205. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  206. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  207. // Store our identifier
  208. io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
  209. // Restore state
  210. glBindTexture(GL_TEXTURE_2D, last_texture);
  211. return true;
  212. }
  213. void ImGui_ImplOpenGL3_DestroyFontsTexture()
  214. {
  215. if (g_FontTexture)
  216. {
  217. ImGuiIO& io = ImGui::GetIO();
  218. glDeleteTextures(1, &g_FontTexture);
  219. io.Fonts->TexID = 0;
  220. g_FontTexture = 0;
  221. }
  222. }
  223. bool ImGui_ImplOpenGL3_CreateDeviceObjects()
  224. {
  225. // Backup GL state
  226. GLint last_texture, last_array_buffer, last_vertex_array;
  227. glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
  228. glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
  229. glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
  230. // Create shaders
  231. const GLchar *vertex_shader =
  232. "uniform mat4 ProjMtx;\n"
  233. "in vec2 Position;\n"
  234. "in vec2 UV;\n"
  235. "in vec4 Color;\n"
  236. "out vec2 Frag_UV;\n"
  237. "out vec4 Frag_Color;\n"
  238. "void main()\n"
  239. "{\n"
  240. " Frag_UV = UV;\n"
  241. " Frag_Color = Color;\n"
  242. " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
  243. "}\n";
  244. const GLchar* fragment_shader =
  245. "uniform sampler2D Texture;\n"
  246. "in vec2 Frag_UV;\n"
  247. "in vec4 Frag_Color;\n"
  248. "out vec4 Out_Color;\n"
  249. "void main()\n"
  250. "{\n"
  251. " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
  252. "}\n";
  253. const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
  254. const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
  255. g_ShaderHandle = glCreateProgram();
  256. g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
  257. g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
  258. glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
  259. glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
  260. glCompileShader(g_VertHandle);
  261. glCompileShader(g_FragHandle);
  262. glAttachShader(g_ShaderHandle, g_VertHandle);
  263. glAttachShader(g_ShaderHandle, g_FragHandle);
  264. glLinkProgram(g_ShaderHandle);
  265. g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
  266. g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
  267. g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
  268. g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
  269. g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
  270. glGenBuffers(1, &g_VboHandle);
  271. glGenBuffers(1, &g_ElementsHandle);
  272. ImGui_ImplOpenGL3_CreateFontsTexture();
  273. // Restore modified GL state
  274. glBindTexture(GL_TEXTURE_2D, last_texture);
  275. glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
  276. glBindVertexArray(last_vertex_array);
  277. return true;
  278. }
  279. void ImGui_ImplOpenGL3_DestroyDeviceObjects()
  280. {
  281. if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
  282. if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
  283. g_VboHandle = g_ElementsHandle = 0;
  284. if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
  285. if (g_VertHandle) glDeleteShader(g_VertHandle);
  286. g_VertHandle = 0;
  287. if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
  288. if (g_FragHandle) glDeleteShader(g_FragHandle);
  289. g_FragHandle = 0;
  290. if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
  291. g_ShaderHandle = 0;
  292. ImGui_ImplOpenGL3_DestroyFontsTexture();
  293. }
  294. //--------------------------------------------------------------------------------------------------------
  295. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  296. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  297. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
  298. //--------------------------------------------------------------------------------------------------------
  299. static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
  300. {
  301. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  302. {
  303. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  304. glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
  305. glClear(GL_COLOR_BUFFER_BIT);
  306. }
  307. ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
  308. }
  309. static void ImGui_ImplOpenGL3_InitPlatformInterface()
  310. {
  311. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  312. platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
  313. }
  314. static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
  315. {
  316. ImGui::DestroyPlatformWindows();
  317. }