mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-21 07:16:34 +00:00
Examples: DirectX10: Reusing imgui_impl_win32, removed that code from imgui_impl_dx10
This commit is contained in:
parent
19540479d4
commit
6cd4e30b58
@ -143,13 +143,15 @@
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<ClInclude Include="..\..\imconfig.h" />
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<ClInclude Include="..\..\imgui.h" />
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<ClInclude Include="..\..\imgui_internal.h" />
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<ClInclude Include="imgui_impl_dx10.h" />
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<ClInclude Include="..\imgui_impl_dx10.h" />
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<ClInclude Include="..\imgui_impl_win32.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\imgui.cpp" />
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<ClCompile Include="..\..\imgui_demo.cpp" />
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<ClCompile Include="..\..\imgui_draw.cpp" />
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<ClCompile Include="imgui_impl_dx10.cpp" />
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<ClCompile Include="..\imgui_impl_dx10.cpp" />
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<ClCompile Include="..\imgui_impl_win32.cpp" />
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<ClCompile Include="main.cpp" />
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</ItemGroup>
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<ItemGroup>
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@ -15,12 +15,15 @@
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<ClInclude Include="..\..\imgui.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="imgui_impl_dx10.h">
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<Filter>sources</Filter>
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</ClInclude>
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<ClInclude Include="..\..\imgui_internal.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="..\imgui_impl_dx10.h">
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<Filter>sources</Filter>
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</ClInclude>
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<ClInclude Include="..\imgui_impl_win32.h">
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<Filter>sources</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\imgui.cpp">
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@ -29,15 +32,18 @@
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<ClCompile Include="main.cpp">
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<Filter>sources</Filter>
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</ClCompile>
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<ClCompile Include="imgui_impl_dx10.cpp">
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<Filter>sources</Filter>
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</ClCompile>
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<ClCompile Include="..\..\imgui_demo.cpp">
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<Filter>imgui</Filter>
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</ClCompile>
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<ClCompile Include="..\..\imgui_draw.cpp">
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<Filter>imgui</Filter>
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</ClCompile>
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<ClCompile Include="..\imgui_impl_dx10.cpp">
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<Filter>sources</Filter>
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</ClCompile>
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<ClCompile Include="..\imgui_impl_win32.cpp">
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<Filter>sources</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\README.txt" />
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@ -2,7 +2,8 @@
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include "imgui.h"
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#include "imgui_impl_dx10.h"
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#include "../imgui_impl_win32.h"
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#include "../imgui_impl_dx10.h"
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#include <d3d10_1.h>
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#include <d3d10.h>
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#define DIRECTINPUT_VERSION 0x0800
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@ -122,7 +123,8 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX10_Init(g_pd3dDevice);
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//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
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// Setup style
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@ -164,6 +166,7 @@ int main(int, char**)
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continue;
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}
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ImGui_ImplDX10_NewFrame();
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ImGui_ImplWin32_NewFrame();
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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@ -213,6 +216,7 @@ int main(int, char**)
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}
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ImGui_ImplDX10_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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CleanupDeviceD3D();
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@ -29,14 +29,8 @@
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#include <d3d10_1.h>
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#include <d3d10.h>
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#include <d3dcompiler.h>
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#define DIRECTINPUT_VERSION 0x0800
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#include <dinput.h>
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// Data
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static INT64 g_Time = 0;
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static INT64 g_TicksPerSecond = 0;
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static HWND g_hWnd = 0;
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static ID3D10Device* g_pd3dDevice = NULL;
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static ID3D10Buffer* g_pVB = NULL;
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static ID3D10Buffer* g_pIB = NULL;
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@ -116,11 +110,11 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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return;
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VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
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const float L = 0.0f;
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const float R = ImGui::GetIO().DisplaySize.x;
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const float B = ImGui::GetIO().DisplaySize.y;
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const float T = 0.0f;
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const float mvp[4][4] =
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float L = 0.0f;
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float R = ImGui::GetIO().DisplaySize.x;
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float B = ImGui::GetIO().DisplaySize.y;
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float T = 0.0f;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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@ -240,86 +234,15 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
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}
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// Process Win32 mouse/keyboard inputs.
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// 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.
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// 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.
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IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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if (ImGui::GetCurrentContext() == NULL)
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return 0;
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ImGuiIO& io = ImGui::GetIO();
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switch (msg)
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{
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case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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{
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int button = 0;
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if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
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if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
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if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
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if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
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::SetCapture(hwnd);
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io.MouseDown[button] = true;
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return 0;
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}
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case WM_LBUTTONUP:
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case WM_RBUTTONUP:
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case WM_MBUTTONUP:
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{
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int button = 0;
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if (msg == WM_LBUTTONUP) button = 0;
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if (msg == WM_RBUTTONUP) button = 1;
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if (msg == WM_MBUTTONUP) button = 2;
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io.MouseDown[button] = false;
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if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
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::ReleaseCapture();
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return 0;
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}
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case WM_MOUSEWHEEL:
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io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
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return 0;
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case WM_MOUSEHWHEEL:
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io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
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return 0;
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case WM_MOUSEMOVE:
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io.MousePos.x = (signed short)(lParam);
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io.MousePos.y = (signed short)(lParam >> 16);
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return 0;
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case WM_KEYDOWN:
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case WM_SYSKEYDOWN:
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if (wParam < 256)
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io.KeysDown[wParam] = 1;
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return 0;
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case WM_KEYUP:
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case WM_SYSKEYUP:
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if (wParam < 256)
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io.KeysDown[wParam] = 0;
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return 0;
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case WM_CHAR:
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if (wParam > 0 && wParam < 0x10000)
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io.AddInputCharacter((unsigned short)wParam);
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return 0;
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}
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return 0;
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}
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static void ImGui_ImplDX10_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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// Build
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Create DX10 texture
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// Upload texture to graphics system
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{
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D3D10_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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@ -368,10 +291,6 @@ static void ImGui_ImplDX10_CreateFontsTexture()
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desc.MaxLOD = 0.f;
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g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
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}
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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}
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bool ImGui_ImplDX10_CreateDeviceObjects()
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@ -537,41 +456,9 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
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if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
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}
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bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device)
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bool ImGui_ImplDX10_Init(ID3D10Device* device)
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{
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g_hWnd = (HWND)hwnd;
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g_pd3dDevice = device;
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if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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return false;
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if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
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return false;
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ImGuiIO& io = ImGui::GetIO();
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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.
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
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io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
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io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
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io.KeyMap[ImGuiKey_Home] = VK_HOME;
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io.KeyMap[ImGuiKey_End] = VK_END;
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io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
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io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
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io.KeyMap[ImGuiKey_Space] = VK_SPACE;
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io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
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io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
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io.KeyMap[ImGuiKey_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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io.KeyMap[ImGuiKey_V] = 'V';
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io.KeyMap[ImGuiKey_X] = 'X';
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.ImeWindowHandle = g_hWnd;
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return true;
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}
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@ -579,49 +466,10 @@ void ImGui_ImplDX10_Shutdown()
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{
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ImGui_ImplDX10_InvalidateDeviceObjects();
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g_pd3dDevice = NULL;
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g_hWnd = (HWND)0;
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}
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void ImGui_ImplDX10_NewFrame()
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{
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if (!g_pFontSampler)
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ImGui_ImplDX10_CreateDeviceObjects();
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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RECT rect;
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GetClientRect(g_hWnd, &rect);
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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// Setup time step
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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 - g_Time) / g_TicksPerSecond;
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g_Time = current_time;
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// Read keyboard modifiers inputs
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io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
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io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
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io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
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io.KeySuper = false;
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// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
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// io.MousePos : filled by WM_MOUSEMOVE events
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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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// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
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if (io.WantMoveMouse)
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{
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POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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ClientToScreen(g_hWnd, &pos);
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SetCursorPos(pos.x, pos.y);
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}
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// Hide OS mouse cursor if ImGui is drawing it
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if (io.MouseDrawCursor)
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SetCursor(NULL);
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// 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.
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ImGui::NewFrame();
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}
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struct ID3D10Device;
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IMGUI_API bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device);
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IMGUI_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
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IMGUI_API void ImGui_ImplDX10_Shutdown();
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IMGUI_API void ImGui_ImplDX10_NewFrame();
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IMGUI_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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@ -18,10 +18,3 @@ IMGUI_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplDX10_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX10_CreateDeviceObjects();
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// Handler for Win32 messages, update mouse/keyboard data.
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
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/*
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IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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*/
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@ -28,9 +28,8 @@
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// DirectX
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#define DIRECTINPUT_VERSION 0x0800
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#include <dinput.h>
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// Data
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static ID3D11Device* g_pd3dDevice = NULL;
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static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
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static ID3D11Buffer* g_pVB = NULL;
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@ -177,7 +176,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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vp.Height = ImGui::GetIO().DisplaySize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0.0f;
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vp.TopLeftX = vp.TopLeftY = 0;
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ctx->RSSetViewports(1, &vp);
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// Bind shader and vertex buffers
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@ -351,7 +350,8 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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return false;
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// Create the input layout
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D3D11_INPUT_ELEMENT_DESC local_layout[] = {
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D3D11_INPUT_ELEMENT_DESC local_layout[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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