mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 20:18:47 +02:00
Tidying up example applications so it looks easier to just grab code
This commit is contained in:
@ -220,6 +220,35 @@ void InitImGui()
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}
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}
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INT64 ticks_per_second = 0;
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INT64 time = 0;
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void UpdateImGui()
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{
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ImGuiIO& io = ImGui::GetIO();
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// Setup timestep
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INT64 current_time;
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QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
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io.DeltaTime = (float)(current_time - time) / ticks_per_second;
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time = current_time;
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// Setup inputs
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// (we already got mouse position, buttons, wheel from the window message callback)
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BYTE keystate[256];
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GetKeyboardState(keystate);
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for (int i = 0; i < 256; i++)
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io.KeysDown[i] = (keystate[i] & 0x80) != 0;
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io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
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io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
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// io.MousePos : filled by WM_MOUSEMOVE event
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// io.MouseDown : filled by WM_*BUTTON* events
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// io.MouseWheel : filled by WM_MOUSEWHEEL events
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// Start the frame
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ImGui::NewFrame();
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}
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int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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{
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// Register the window class
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@ -229,101 +258,91 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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// Create the application's window
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hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
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INT64 ticks_per_second, time;
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if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
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return 1;
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if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
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return 1;
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// Initialize Direct3D
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if (InitD3D(hWnd) >= 0)
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if (InitD3D(hWnd) < 0)
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{
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if (g_pVB)
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g_pVB->Release();
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UnregisterClass(L"ImGui Example", wc.hInstance);
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return 1;
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}
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// Show the window
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ShowWindow(hWnd, SW_SHOWDEFAULT);
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UpdateWindow(hWnd);
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InitImGui();
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// Enter the message loop
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MSG msg;
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ZeroMemory(&msg, sizeof(msg));
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while (msg.message != WM_QUIT)
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{
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// Show the window
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ShowWindow(hWnd, SW_SHOWDEFAULT);
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UpdateWindow(hWnd);
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InitImGui();
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// Enter the message loop
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MSG msg;
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ZeroMemory(&msg, sizeof(msg));
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while (msg.message != WM_QUIT)
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if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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{
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if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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continue;
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}
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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continue;
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}
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// 1) ImGui start frame, setup time delta & inputs
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ImGuiIO& io = ImGui::GetIO();
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INT64 current_time;
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QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
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io.DeltaTime = (float)(current_time - time) / ticks_per_second;
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time = current_time;
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BYTE keystate[256];
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GetKeyboardState(keystate);
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for (int i = 0; i < 256; i++)
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io.KeysDown[i] = (keystate[i] & 0x80) != 0;
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io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
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io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
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// io.MousePos : filled by WM_MOUSEMOVE event
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// io.MouseDown : filled by WM_*BUTTON* events
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// io.MouseWheel : filled by WM_MOUSEWHEEL events
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ImGui::NewFrame();
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UpdateImGui();
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// 2) ImGui usage
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static bool show_test_window = true;
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static bool show_another_window = false;
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static float f;
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ImGui::Text("Hello, world!");
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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show_test_window ^= ImGui::Button("Test Window");
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show_another_window ^= ImGui::Button("Another Window");
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// Create a simple window
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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static bool show_test_window = true;
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static bool show_another_window = false;
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static float f;
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ImGui::Text("Hello, world!");
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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show_test_window ^= ImGui::Button("Test Window");
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show_another_window ^= ImGui::Button("Another Window");
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// Calculate and show framerate
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static float ms_per_frame[120] = { 0 };
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static int ms_per_frame_idx = 0;
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static float ms_per_frame_accum = 0.0f;
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ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
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ms_per_frame[ms_per_frame_idx] = io.DeltaTime * 1000.0f;
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ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
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ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
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const float ms_per_frame_avg = ms_per_frame_accum / 120;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
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// Calculate and show framerate
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static float ms_per_frame[120] = { 0 };
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static int ms_per_frame_idx = 0;
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static float ms_per_frame_accum = 0.0f;
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ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
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ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
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ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
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ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
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const float ms_per_frame_avg = ms_per_frame_accum / 120;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
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if (show_test_window)
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{
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// More example code in ShowTestWindow()
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ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowTestWindow(&show_test_window);
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}
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
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ImGui::Text("Hello");
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ImGui::End();
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}
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// 3) Rendering
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// Clear frame buffer
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g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
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g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
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g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0);
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if (g_pd3dDevice->BeginScene() >= 0)
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{
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// Render ImGui
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ImGui::Render();
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g_pd3dDevice->EndScene();
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}
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g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
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// Show the ImGui test window
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// Most of user example code is in ImGui::ShowTestWindow()
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if (show_test_window)
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{
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ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowTestWindow(&show_test_window);
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}
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ImGui::Shutdown();
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}
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// Show another simple window
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
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ImGui::Text("Hello");
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ImGui::End();
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}
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// Rendering
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g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
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g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
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g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0);
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if (g_pd3dDevice->BeginScene() >= 0)
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{
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ImGui::Render();
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g_pd3dDevice->EndScene();
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}
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g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
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}
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ImGui::Shutdown();
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if (g_pVB)
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g_pVB->Release();
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