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https://github.com/Drezil/imgui.git
synced 2024-11-22 03:47:00 +00:00
Tidying up example applications so it looks easier to just grab code
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@ -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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@ -229,15 +258,20 @@ 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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@ -256,24 +290,10 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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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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// 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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@ -287,19 +307,21 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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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[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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// 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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// 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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// 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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@ -307,15 +329,13 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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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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// 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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// Render ImGui
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ImGui::Render();
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g_pd3dDevice->EndScene();
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}
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@ -323,7 +343,6 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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}
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ImGui::Shutdown();
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}
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if (g_pVB)
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g_pVB->Release();
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@ -19,7 +19,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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if (cmd_lists_count == 0)
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return;
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// Setup render state: alpha-blending enabled, no face culling, no depth testing
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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@ -29,11 +29,11 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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// Bind texture
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// Setup texture
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glBindTexture(GL_TEXTURE_2D, fontTex);
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glEnable(GL_TEXTURE_2D);
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// Setup matrices
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// Setup orthographic projection matrix
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const float width = ImGui::GetIO().DisplaySize.x;
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const float height = ImGui::GetIO().DisplaySize.y;
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glMatrixMode(GL_PROJECTION);
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@ -73,24 +73,33 @@ static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
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if (!text_end)
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text_end = text + strlen(text);
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if (*text_end == 0)
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{
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// Already got a zero-terminator at 'text_end', we don't need to add one
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glfwSetClipboardString(window, text);
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}
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else
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{
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// Add a zero-terminator because glfw function doesn't take a size
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char* buf = (char*)malloc(text_end - text + 1);
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memcpy(buf, text, text_end-text);
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buf[text_end-text] = '\0';
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glfwSetClipboardString(window, buf);
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free(buf);
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}
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}
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// GLFW callbacks to get events
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static void glfw_error_callback(int error, const char* description)
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{
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fputs(description, stderr);
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}
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static float mouse_wheel = 0.0f;
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static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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mouse_wheel = (float)yoffset;
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ImGuiIO& io = ImGui::GetIO();
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io.MouseWheel = (yoffset != 0.0f) ? yoffset > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1
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}
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static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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@ -173,37 +182,43 @@ void InitImGui()
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stbi_image_free(tex_data);
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}
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void Shutdown()
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void UpdateImGui()
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{
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ImGui::Shutdown();
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glfwTerminate();
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}
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int main(int argc, char** argv)
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{
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InitGL();
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InitImGui();
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double time = glfwGetTime();
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while (!glfwWindowShouldClose(window))
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{
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ImGuiIO& io = ImGui::GetIO();
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glfwPollEvents();
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// 1) ImGui start frame, setup time delta & inputs
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// Setup timestep
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static double time = 0.0f;
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const double current_time = glfwGetTime();
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io.DeltaTime = (float)(current_time - time);
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time = current_time;
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// Setup inputs
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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double mouse_x, mouse_y;
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
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io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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io.MouseWheel = (mouse_wheel != 0) ? mouse_wheel > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1
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mouse_wheel = 0.0f;
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ImGui::NewFrame();
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// 2) ImGui usage
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// Start the frame
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ImGui::NewFrame();
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}
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// Application code
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int main(int argc, char** argv)
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{
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InitGL();
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InitImGui();
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while (!glfwWindowShouldClose(window))
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{
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ImGuiIO& io = ImGui::GetIO();
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io.MouseWheel = 0;
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glfwPollEvents();
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UpdateImGui();
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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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@ -217,19 +232,21 @@ int main(int argc, char** argv)
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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[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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// 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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// 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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// 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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@ -237,15 +254,15 @@ int main(int argc, char** argv)
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ImGui::End();
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}
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// 3) Rendering
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// Rendering
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui::Render();
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glfwSwapBuffers(window);
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}
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Shutdown();
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ImGui::Shutdown();
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glfwTerminate();
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return 0;
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}
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