diff --git a/examples/directx10_example/directx10_example.vcxproj b/examples/directx10_example/directx10_example.vcxproj index 64b57ddf..2013d0e7 100644 --- a/examples/directx10_example/directx10_example.vcxproj +++ b/examples/directx10_example/directx10_example.vcxproj @@ -143,13 +143,15 @@ - + + - + + diff --git a/examples/directx10_example/directx10_example.vcxproj.filters b/examples/directx10_example/directx10_example.vcxproj.filters index aef010ad..c3422a58 100644 --- a/examples/directx10_example/directx10_example.vcxproj.filters +++ b/examples/directx10_example/directx10_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/directx10_example/main.cpp b/examples/directx10_example/main.cpp index f20f6881..a5541554 100644 --- a/examples/directx10_example/main.cpp +++ b/examples/directx10_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_dx10.h" +#include "../imgui_impl_win32.h" +#include "../imgui_impl_dx10.h" #include #include #define DIRECTINPUT_VERSION 0x0800 @@ -122,7 +123,8 @@ int main(int, char**) // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplDX10_Init(hwnd, g_pd3dDevice); + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX10_Init(g_pd3dDevice); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -164,6 +166,7 @@ int main(int, char**) continue; } ImGui_ImplDX10_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". @@ -213,6 +216,7 @@ int main(int, char**) } ImGui_ImplDX10_Shutdown(); + ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); CleanupDeviceD3D(); diff --git a/examples/directx10_example/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp similarity index 76% rename from examples/directx10_example/imgui_impl_dx10.cpp rename to examples/imgui_impl_dx10.cpp index 10da969e..8cf6c8fd 100644 --- a/examples/directx10_example/imgui_impl_dx10.cpp +++ b/examples/imgui_impl_dx10.cpp @@ -29,14 +29,8 @@ #include #include #include -#define DIRECTINPUT_VERSION 0x0800 -#include // Data -static INT64 g_Time = 0; -static INT64 g_TicksPerSecond = 0; - -static HWND g_hWnd = 0; static ID3D10Device* g_pd3dDevice = NULL; static ID3D10Buffer* g_pVB = NULL; static ID3D10Buffer* g_pIB = NULL; @@ -116,11 +110,11 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) return; VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource; - 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] = + float L = 0.0f; + float R = ImGui::GetIO().DisplaySize.x; + float B = ImGui::GetIO().DisplaySize.y; + float T = 0.0f; + float mvp[4][4] = { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, @@ -240,86 +234,15 @@ void ImGui_ImplDX10_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_ImplDX10_CreateFontsTexture() { + // Build texture atlas ImGuiIO& io = ImGui::GetIO(); - - // Build unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - // Create DX10 texture + // Upload texture to graphics system { D3D10_TEXTURE2D_DESC desc; ZeroMemory(&desc, sizeof(desc)); @@ -368,10 +291,6 @@ static void ImGui_ImplDX10_CreateFontsTexture() desc.MaxLOD = 0.f; g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); } - - // Cleanup (don't clear the input data if you want to append new fonts later) - io.Fonts->ClearInputData(); - io.Fonts->ClearTexData(); } bool ImGui_ImplDX10_CreateDeviceObjects() @@ -537,41 +456,9 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } } -bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device) +bool ImGui_ImplDX10_Init(ID3D10Device* device) { - g_hWnd = (HWND)hwnd; g_pd3dDevice = device; - - 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; } @@ -579,49 +466,10 @@ void ImGui_ImplDX10_Shutdown() { ImGui_ImplDX10_InvalidateDeviceObjects(); g_pd3dDevice = NULL; - g_hWnd = (HWND)0; } void ImGui_ImplDX10_NewFrame() { if (!g_pFontSampler) ImGui_ImplDX10_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/directx10_example/imgui_impl_dx10.h b/examples/imgui_impl_dx10.h similarity index 67% rename from examples/directx10_example/imgui_impl_dx10.h rename to examples/imgui_impl_dx10.h index a4741847..c375351b 100644 --- a/examples/directx10_example/imgui_impl_dx10.h +++ b/examples/imgui_impl_dx10.h @@ -10,7 +10,7 @@ struct ID3D10Device; -IMGUI_API bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device); +IMGUI_API bool ImGui_ImplDX10_Init(ID3D10Device* device); IMGUI_API void ImGui_ImplDX10_Shutdown(); IMGUI_API void ImGui_ImplDX10_NewFrame(); IMGUI_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); @@ -18,10 +18,3 @@ IMGUI_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplDX10_InvalidateDeviceObjects(); IMGUI_API bool ImGui_ImplDX10_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_dx11.cpp b/examples/imgui_impl_dx11.cpp index 7d3ded90..b2d67911 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -28,9 +28,8 @@ // DirectX #include #include -#define DIRECTINPUT_VERSION 0x0800 -#include +// Data static ID3D11Device* g_pd3dDevice = NULL; static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; static ID3D11Buffer* g_pVB = NULL; @@ -177,7 +176,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) vp.Height = ImGui::GetIO().DisplaySize.y; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; - vp.TopLeftX = vp.TopLeftY = 0.0f; + vp.TopLeftX = vp.TopLeftY = 0; ctx->RSSetViewports(1, &vp); // Bind shader and vertex buffers @@ -351,7 +350,8 @@ bool ImGui_ImplDX11_CreateDeviceObjects() return false; // Create the input layout - D3D11_INPUT_ELEMENT_DESC local_layout[] = { + D3D11_INPUT_ELEMENT_DESC local_layout[] = + { { "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 },