diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
index c07939f7..e38bb7a9 100644
--- a/examples/directx11_example/directx11_example.vcxproj
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -143,13 +143,15 @@
-
+
+
-
+
+
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
index 57b74dee..ab1e3fba 100644
--- a/examples/directx11_example/directx11_example.vcxproj.filters
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -15,12 +15,15 @@
imgui
-
- sources
-
imgui
+
+ sources
+
+
+ sources
+
@@ -29,15 +32,18 @@
sources
-
- sources
-
imgui
imgui
+
+ sources
+
+
+ sources
+
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index f6dc6f74..c61abc2d 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -2,7 +2,8 @@
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
-#include "imgui_impl_dx11.h"
+#include "../imgui_impl_win32.h"
+#include "../imgui_impl_dx11.h"
#include
#define DIRECTINPUT_VERSION 0x0800
#include
@@ -125,7 +126,8 @@ int main(int, char**)
// Setup ImGui binding
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
- ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
// Setup style
@@ -167,6 +169,7 @@ int main(int, char**)
continue;
}
ImGui_ImplDX11_NewFrame();
+ ImGui_ImplWin32_NewFrame();
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
@@ -216,6 +219,7 @@ int main(int, char**)
}
ImGui_ImplDX11_Shutdown();
+ ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp
similarity index 78%
rename from examples/directx11_example/imgui_impl_dx11.cpp
rename to examples/imgui_impl_dx11.cpp
index a0e9d7f3..7d3ded90 100644
--- a/examples/directx11_example/imgui_impl_dx11.cpp
+++ b/examples/imgui_impl_dx11.cpp
@@ -31,11 +31,6 @@
#define DIRECTINPUT_VERSION 0x0800
#include
-// Data
-static INT64 g_Time = 0;
-static INT64 g_TicksPerSecond = 0;
-
-static HWND g_hWnd = 0;
static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static ID3D11Buffer* g_pVB = NULL;
@@ -247,76 +242,6 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
-// Process Win32 mouse/keyboard inputs.
-// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
-// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
-// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
-// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
-// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
-// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
-IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
-{
- if (ImGui::GetCurrentContext() == NULL)
- return 0;
-
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
- {
- case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
- case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
- case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
- {
- int button = 0;
- if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
- if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
- if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
- ::SetCapture(hwnd);
- io.MouseDown[button] = true;
- return 0;
- }
- case WM_LBUTTONUP:
- case WM_RBUTTONUP:
- case WM_MBUTTONUP:
- {
- int button = 0;
- if (msg == WM_LBUTTONUP) button = 0;
- if (msg == WM_RBUTTONUP) button = 1;
- if (msg == WM_MBUTTONUP) button = 2;
- io.MouseDown[button] = false;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
- ::ReleaseCapture();
- return 0;
- }
- case WM_MOUSEWHEEL:
- io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return 0;
- case WM_MOUSEHWHEEL:
- io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return 0;
- case WM_MOUSEMOVE:
- io.MousePos.x = (signed short)(lParam);
- io.MousePos.y = (signed short)(lParam >> 16);
- return 0;
- case WM_KEYDOWN:
- case WM_SYSKEYDOWN:
- if (wParam < 256)
- io.KeysDown[wParam] = 1;
- return 0;
- case WM_KEYUP:
- case WM_SYSKEYUP:
- if (wParam < 256)
- io.KeysDown[wParam] = 0;
- return 0;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacter((unsigned short)wParam);
- return 0;
- }
- return 0;
-}
-
static void ImGui_ImplDX11_CreateFontsTexture()
{
// Build texture atlas
@@ -538,42 +463,10 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
}
-bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
+bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
- g_hWnd = (HWND)hwnd;
g_pd3dDevice = device;
g_pd3dDeviceContext = device_context;
-
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
- return false;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
- return false;
-
- ImGuiIO& io = ImGui::GetIO();
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
- io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Space] = VK_SPACE;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
-
- io.ImeWindowHandle = g_hWnd;
-
return true;
}
@@ -582,49 +475,10 @@ void ImGui_ImplDX11_Shutdown()
ImGui_ImplDX11_InvalidateDeviceObjects();
g_pd3dDevice = NULL;
g_pd3dDeviceContext = NULL;
- g_hWnd = (HWND)0;
}
void ImGui_ImplDX11_NewFrame()
{
if (!g_pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects();
-
- ImGuiIO& io = ImGui::GetIO();
-
- // Setup display size (every frame to accommodate for window resizing)
- RECT rect;
- GetClientRect(g_hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
-
- // Setup time step
- INT64 current_time;
- QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
- g_Time = current_time;
-
- // Read keyboard modifiers inputs
- io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
- io.KeySuper = false;
- // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
- // io.MousePos : filled by WM_MOUSEMOVE events
- // io.MouseDown : filled by WM_*BUTTON* events
- // io.MouseWheel : filled by WM_MOUSEWHEEL events
-
- // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
- if (io.WantMoveMouse)
- {
- POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
- ClientToScreen(g_hWnd, &pos);
- SetCursorPos(pos.x, pos.y);
- }
-
- // Hide OS mouse cursor if ImGui is drawing it
- if (io.MouseDrawCursor)
- SetCursor(NULL);
-
- // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
- ImGui::NewFrame();
}
diff --git a/examples/directx11_example/imgui_impl_dx11.h b/examples/imgui_impl_dx11.h
similarity index 66%
rename from examples/directx11_example/imgui_impl_dx11.h
rename to examples/imgui_impl_dx11.h
index 9364b0ca..10e0d963 100644
--- a/examples/directx11_example/imgui_impl_dx11.h
+++ b/examples/imgui_impl_dx11.h
@@ -11,7 +11,7 @@
struct ID3D11Device;
struct ID3D11DeviceContext;
-IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
+IMGUI_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_API void ImGui_ImplDX11_Shutdown();
IMGUI_API void ImGui_ImplDX11_NewFrame();
IMGUI_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
@@ -19,10 +19,3 @@ IMGUI_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects();
-
-// Handler for Win32 messages, update mouse/keyboard data.
-// You may or not need this for your implementation, but it can serve as reference for handling inputs.
-// Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code.
-/*
-IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-*/
diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp
new file mode 100644
index 00000000..c2d6d9d7
--- /dev/null
+++ b/examples/imgui_impl_win32.cpp
@@ -0,0 +1,161 @@
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#define WIN32_LEAN_AND_MEAN
+#include
+
+// Data
+static HWND g_hWnd = 0;
+static INT64 g_Time = 0;
+static INT64 g_TicksPerSecond = 0;
+
+// Functions
+bool ImGui_ImplWin32_Init(void* hwnd)
+{
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
+ return false;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+ return false;
+
+ g_hWnd = (HWND)hwnd;
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
+ io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Space] = VK_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+
+ io.ImeWindowHandle = g_hWnd; return true;
+}
+
+void ImGui_ImplWin32_Shutdown()
+{
+ g_hWnd = (HWND)0;
+}
+
+void ImGui_ImplWin32_NewFrame()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ RECT rect;
+ GetClientRect(g_hWnd, &rect);
+ io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
+ g_Time = current_time;
+
+ // Read keyboard modifiers inputs
+ io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
+ io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
+ io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
+ io.KeySuper = false;
+ // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
+ // io.MousePos : filled by WM_MOUSEMOVE events
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
+ if (io.WantMoveMouse)
+ {
+ POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
+ ClientToScreen(g_hWnd, &pos);
+ SetCursorPos(pos.x, pos.y);
+ }
+
+ // Hide OS mouse cursor if ImGui is drawing it
+ if (io.MouseDrawCursor)
+ SetCursor(NULL);
+
+ // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
+ ImGui::NewFrame();
+}
+
+// Process Win32 mouse/keyboard inputs.
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
+// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
+IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui::GetCurrentContext() == NULL)
+ return 0;
+
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
+ case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
+ case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
+ {
+ int button = 0;
+ if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
+ if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
+ if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
+ if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
+ ::SetCapture(hwnd);
+ io.MouseDown[button] = true;
+ return 0;
+ }
+ case WM_LBUTTONUP:
+ case WM_RBUTTONUP:
+ case WM_MBUTTONUP:
+ {
+ int button = 0;
+ if (msg == WM_LBUTTONUP) button = 0;
+ if (msg == WM_RBUTTONUP) button = 1;
+ if (msg == WM_MBUTTONUP) button = 2;
+ io.MouseDown[button] = false;
+ if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
+ ::ReleaseCapture();
+ return 0;
+ }
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return 0;
+ case WM_MOUSEHWHEEL:
+ io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return 0;
+ case WM_MOUSEMOVE:
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return 0;
+ case WM_KEYDOWN:
+ case WM_SYSKEYDOWN:
+ if (wParam < 256)
+ io.KeysDown[wParam] = 1;
+ return 0;
+ case WM_KEYUP:
+ case WM_SYSKEYUP:
+ if (wParam < 256)
+ io.KeysDown[wParam] = 0;
+ return 0;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return 0;
+ }
+ return 0;
+}
\ No newline at end of file
diff --git a/examples/imgui_impl_win32.h b/examples/imgui_impl_win32.h
new file mode 100644
index 00000000..086cf032
--- /dev/null
+++ b/examples/imgui_impl_win32.h
@@ -0,0 +1,11 @@
+
+IMGUI_API bool ImGui_ImplWin32_Init(void* hwnd);
+IMGUI_API void ImGui_ImplWin32_Shutdown();
+IMGUI_API void ImGui_ImplWin32_NewFrame();
+
+// Handler for Win32 messages, update mouse/keyboard data.
+// You may or not need this for your implementation, but it can serve as reference for handling inputs.
+// Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code.
+/*
+IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/