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); +*/