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 },