diff --git a/examples/directx10_example/imgui_impl_dx10.cpp b/examples/directx10_example/imgui_impl_dx10.cpp index fef6a288..3577e043 100644 --- a/examples/directx10_example/imgui_impl_dx10.cpp +++ b/examples/directx10_example/imgui_impl_dx10.cpp @@ -133,7 +133,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data) g_pd3dDevice->IASetInputLayout(g_pInputLayout); g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); g_pd3dDevice->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); - g_pd3dDevice->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); g_pd3dDevice->VSSetShader(g_pVertexShader); g_pd3dDevice->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); g_pd3dDevice->PSSetShader(g_pPixelShader); @@ -256,7 +256,7 @@ static void ImGui_ImplDX10_CreateFontsTexture() D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc; ZeroMemory(&srvDesc, sizeof(srvDesc)); srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = texDesc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); diff --git a/examples/directx10_example/imgui_impl_dx11.cpp b/examples/directx10_example/imgui_impl_dx11.cpp deleted file mode 100644 index 77571585..00000000 --- a/examples/directx10_example/imgui_impl_dx11.cpp +++ /dev/null @@ -1,505 +0,0 @@ -// ImGui Win32 + DirectX11 binding -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -#include -#include "imgui_impl_dx11.h" - -// DirectX -#include -#include -#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; -static ID3D11Buffer* g_pIB = NULL; -static ID3D10Blob * g_pVertexShaderBlob = NULL; -static ID3D11VertexShader* g_pVertexShader = NULL; -static ID3D11InputLayout* g_pInputLayout = NULL; -static ID3D11Buffer* g_pVertexConstantBuffer = NULL; -static ID3D10Blob * g_pPixelShaderBlob = NULL; -static ID3D11PixelShader* g_pPixelShader = NULL; -static ID3D11SamplerState* g_pFontSampler = NULL; -static ID3D11ShaderResourceView*g_pFontTextureView = NULL; -static ID3D11RasterizerState* g_pRasterizerState = NULL; -static ID3D11BlendState* g_pBlendState = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; - -struct VERTEX_CONSTANT_BUFFER -{ - float mvp[4][4]; -}; - -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) -{ - // Create and grow vertex/index buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) - { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; - D3D11_BUFFER_DESC desc; - memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); - desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); - desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - desc.MiscFlags = 0; - if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) - return; - } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) - { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; - D3D11_BUFFER_DESC bufferDesc; - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.Usage = D3D11_USAGE_DYNAMIC; - bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); - bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; - bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0) - return; - } - - // Copy and convert all vertices into a single contiguous buffer - D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; - if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) - return; - if (g_pd3dDeviceContext->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) - return; - ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; - ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert)); - memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx)); - vtx_dst += cmd_list->VtxBuffer.size(); - idx_dst += cmd_list->IdxBuffer.size(); - } - g_pd3dDeviceContext->Unmap(g_pVB, 0); - g_pd3dDeviceContext->Unmap(g_pIB, 0); - - // Setup orthographic projection matrix into our constant buffer - { - D3D11_MAPPED_SUBRESOURCE mappedResource; - if (g_pd3dDeviceContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) - return; - - VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData; - const float L = 0.0f; - const float R = ImGui::GetIO().DisplaySize.x; - const float B = ImGui::GetIO().DisplaySize.y; - const float T = 0.0f; - const float mvp[4][4] = - { - { 2.0f/(R-L), 0.0f, 0.0f, 0.0f}, - { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,}, - { 0.0f, 0.0f, 0.5f, 0.0f }, - { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, - }; - memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp)); - g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0); - } - - // Setup viewport - { - D3D11_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D11_VIEWPORT)); - vp.Width = ImGui::GetIO().DisplaySize.x; - vp.Height = ImGui::GetIO().DisplaySize.y; - vp.MinDepth = 0.0f; - vp.MaxDepth = 1.0f; - vp.TopLeftX = 0; - vp.TopLeftY = 0; - g_pd3dDeviceContext->RSSetViewports(1, &vp); - } - - // Bind shader and vertex buffers - unsigned int stride = sizeof(ImDrawVert); - unsigned int offset = 0; - g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout); - g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); - g_pd3dDeviceContext->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); - g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0); - g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); - g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0); - g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler); - - // Setup render state - const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f }; - g_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff); - g_pd3dDeviceContext->RSSetState(g_pRasterizerState); - - // Render command lists - int vtx_offset = 0; - int idx_offset = 0; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; - g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId); - g_pd3dDeviceContext->RSSetScissorRects(1, &r); - g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); - } - idx_offset += pcmd->ElemCount; - } - vtx_offset += cmd_list->VtxBuffer.size(); - } - - // Restore modified state - g_pd3dDeviceContext->IASetInputLayout(NULL); - g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0); - g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0); -} - -IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) -{ - ImGuiIO& io = ImGui::GetIO(); - switch (msg) - { - case WM_LBUTTONDOWN: - io.MouseDown[0] = true; - return true; - case WM_LBUTTONUP: - io.MouseDown[0] = false; - return true; - case WM_RBUTTONDOWN: - io.MouseDown[1] = true; - return true; - case WM_RBUTTONUP: - io.MouseDown[1] = false; - return true; - case WM_MBUTTONDOWN: - io.MouseDown[2] = true; - return true; - case WM_MBUTTONUP: - io.MouseDown[2] = false; - return true; - case WM_MOUSEWHEEL: - io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; - return true; - case WM_MOUSEMOVE: - io.MousePos.x = (signed short)(lParam); - io.MousePos.y = (signed short)(lParam >> 16); - return true; - case WM_KEYDOWN: - if (wParam < 256) - io.KeysDown[wParam] = 1; - return true; - case WM_KEYUP: - if (wParam < 256) - io.KeysDown[wParam] = 0; - return true; - case WM_CHAR: - // You can also use ToAscii()+GetKeyboardState() to retrieve characters. - if (wParam > 0 && wParam < 0x10000) - io.AddInputCharacter((unsigned short)wParam); - return true; - } - return 0; -} - -static void ImGui_ImplDX11_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - - // Upload texture to graphics system - { - D3D11_TEXTURE2D_DESC texDesc; - ZeroMemory(&texDesc, sizeof(texDesc)); - texDesc.Width = width; - texDesc.Height = height; - texDesc.MipLevels = 1; - texDesc.ArraySize = 1; - texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - texDesc.SampleDesc.Count = 1; - texDesc.Usage = D3D11_USAGE_DEFAULT; - texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; - texDesc.CPUAccessFlags = 0; - - ID3D11Texture2D *pTexture = NULL; - D3D11_SUBRESOURCE_DATA subResource; - subResource.pSysMem = pixels; - subResource.SysMemPitch = texDesc.Width * 4; - subResource.SysMemSlicePitch = 0; - g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture); - - // Create texture view - D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; - ZeroMemory(&srvDesc, sizeof(srvDesc)); - srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; - srvDesc.Texture2D.MipLevels = texDesc.MipLevels; - srvDesc.Texture2D.MostDetailedMip = 0; - g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); - pTexture->Release(); - } - - // Store our identifier - io.Fonts->TexID = (void *)g_pFontTextureView; - - // Create texture sampler - { - D3D11_SAMPLER_DESC samplerDesc; - ZeroMemory(&samplerDesc, sizeof(samplerDesc)); - samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; - samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; - samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; - samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; - samplerDesc.MipLODBias = 0.f; - samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; - samplerDesc.MinLOD = 0.f; - samplerDesc.MaxLOD = 0.f; - g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler); - } -} - -bool ImGui_ImplDX11_CreateDeviceObjects() -{ - if (!g_pd3dDevice) - return false; - if (g_pFontSampler) - ImGui_ImplDX11_InvalidateDeviceObjects(); - - // Create the vertex shader - { - static const char* vertexShader = - "cbuffer vertexBuffer : register(b0) \ - {\ - float4x4 ProjectionMatrix; \ - };\ - struct VS_INPUT\ - {\ - float2 pos : POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - \ - struct PS_INPUT\ - {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - \ - PS_INPUT main(VS_INPUT input)\ - {\ - PS_INPUT output;\ - output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ - output.col = input.col;\ - output.uv = input.uv;\ - return output;\ - }"; - - D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); - if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - return false; - if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) - return false; - - // Create the input layout - D3D11_INPUT_ELEMENT_DESC localLayout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - }; - - if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) - return false; - - // Create the constant buffer - { - D3D11_BUFFER_DESC cbDesc; - cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); - cbDesc.Usage = D3D11_USAGE_DYNAMIC; - cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - cbDesc.MiscFlags = 0; - g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer); - } - } - - // Create the pixel shader - { - static const char* pixelShader = - "struct PS_INPUT\ - {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - sampler sampler0;\ - Texture2D texture0;\ - \ - float4 main(PS_INPUT input) : SV_Target\ - {\ - float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ - return out_col; \ - }"; - - D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); - if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - return false; - if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) - return false; - } - - // Create the blending setup - { - D3D11_BLEND_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.AlphaToCoverageEnable = false; - desc.RenderTarget[0].BlendEnable = true; - desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; - desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; - desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; - desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; - desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; - desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; - desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; - g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); - } - - // Create the rasterizer state - { - D3D11_RASTERIZER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.FillMode = D3D11_FILL_SOLID; - desc.CullMode = D3D11_CULL_NONE; - desc.ScissorEnable = true; - desc.DepthClipEnable = true; - g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); - } - - ImGui_ImplDX11_CreateFontsTexture(); - - return true; -} - -void ImGui_ImplDX11_InvalidateDeviceObjects() -{ - if (!g_pd3dDevice) - return; - - if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } - if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; } - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - - if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } - if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } - if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } - if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } - if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } - if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } - if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } - if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } -} - -bool ImGui_ImplDX11_Init(void* hwnd, 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_Delete] = VK_DELETE; - io.KeyMap[ImGuiKey_Backspace] = VK_BACK; - 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.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. - io.ImeWindowHandle = g_hWnd; - - return true; -} - -void ImGui_ImplDX11_Shutdown() -{ - ImGui_ImplDX11_InvalidateDeviceObjects(); - ImGui::Shutdown(); - g_pd3dDevice = NULL; - g_pd3dDeviceContext = NULL; - g_hWnd = (HWND)0; -} - -void ImGui_ImplDX11_NewFrame() -{ - if (!g_pVB) - 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.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 - - // Hide OS mouse cursor if ImGui is drawing it - SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW)); - - // Start the frame - ImGui::NewFrame(); -} diff --git a/examples/directx10_example/imgui_impl_dx11.h b/examples/directx10_example/imgui_impl_dx11.h deleted file mode 100644 index 1145b897..00000000 --- a/examples/directx10_example/imgui_impl_dx11.h +++ /dev/null @@ -1,23 +0,0 @@ -// ImGui Win32 + DirectX11 binding -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct ID3D11Device; -struct ID3D11DeviceContext; - -IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context); -IMGUI_API void ImGui_ImplDX11_Shutdown(); -IMGUI_API void ImGui_ImplDX11_NewFrame(); - -// 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_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -*/