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Examples: Refactored directx9_example to be eaasier to copy & paste into user application.
This commit is contained in:
parent
b87ec205a9
commit
7397425097
@ -48,7 +48,7 @@
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<ClCompile>
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>..\..;$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@ -63,7 +63,7 @@
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<Optimization>MaxSpeed</Optimization>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>..\..;$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@ -76,11 +76,13 @@
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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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.cpp" />
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<ClCompile Include="imgui_impl_dx9.cpp" />
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<ClCompile Include="main.cpp" />
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<ClCompile Include="main.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\imconfig.h" />
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<ClInclude Include="..\..\imconfig.h" />
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<ClInclude Include="..\..\imgui.h" />
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<ClInclude Include="..\..\imgui.h" />
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<ClInclude Include="imgui_impl_dx9.h" />
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</ItemGroup>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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<ImportGroup Label="ExtensionTargets">
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@ -16,6 +16,9 @@
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<ClCompile Include="..\..\imgui.cpp">
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<ClCompile Include="..\..\imgui.cpp">
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<Filter>imgui</Filter>
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<Filter>imgui</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="imgui_impl_dx9.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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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\imconfig.h">
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<ClInclude Include="..\..\imconfig.h">
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@ -24,5 +27,8 @@
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<ClInclude Include="..\..\imgui.h">
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<ClInclude Include="..\..\imgui.h">
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<Filter>imgui</Filter>
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<Filter>imgui</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="imgui_impl_dx9.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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</Project>
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</Project>
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262
examples/directx9_example/imgui_impl_dx9.cpp
Normal file
262
examples/directx9_example/imgui_impl_dx9.cpp
Normal file
@ -0,0 +1,262 @@
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// ImGui Win32 + DirectX9 binding
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// https://github.com/ocornut/imgui
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#include <imgui.h>
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#include "imgui_impl_dx9.h"
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// DirectX
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#include <d3dx9.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 bool g_FontTextureLoaded = false;
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static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
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static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
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struct CUSTOMVERTEX
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{
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D3DXVECTOR3 pos;
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D3DCOLOR col;
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D3DXVECTOR2 uv;
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};
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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{
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size_t total_vtx_count = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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if (total_vtx_count == 0)
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return;
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// Copy and convert all vertices into a single contiguous buffer
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CUSTOMVERTEX* vtx_dst;
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if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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return;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
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for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
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{
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vtx_dst->pos.x = vtx_src->pos.x;
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vtx_dst->pos.y = vtx_src->pos.y;
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vtx_dst->pos.z = 0.0f;
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vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
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vtx_dst->uv.x = vtx_src->uv.x;
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vtx_dst->uv.y = vtx_src->uv.y;
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vtx_dst++;
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vtx_src++;
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}
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}
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g_pVB->Unlock();
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g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
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g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
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// Setup render state: alpha-blending, no face culling, no depth testing
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g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
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g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
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g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
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g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
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g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
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g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
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g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
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g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
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g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
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// Setup orthographic projection matrix
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D3DXMATRIXA16 mat;
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D3DXMatrixIdentity(&mat);
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g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
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g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
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D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
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g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
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// Render command lists
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int vtx_offset = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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// Render command list
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const ImDrawList* cmd_list = cmd_lists[n];
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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
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const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
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g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
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g_pd3dDevice->SetScissorRect(&r);
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g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
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vtx_offset += pcmd->vtx_count;
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}
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}
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}
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LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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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:
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io.MouseDown[0] = true;
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return true;
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case WM_LBUTTONUP:
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io.MouseDown[0] = false;
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return true;
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case WM_RBUTTONDOWN:
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io.MouseDown[1] = true;
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return true;
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case WM_RBUTTONUP:
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io.MouseDown[1] = false;
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return true;
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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 true;
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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 true;
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case WM_KEYDOWN:
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if (wParam >= 0 && wParam < 256)
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io.KeysDown[wParam] = 1;
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return true;
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case WM_KEYUP:
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if (wParam >= 0 && wParam < 256)
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io.KeysDown[wParam] = 0;
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return true;
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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 true;
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}
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return 0;
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}
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void ImGui_ImplDX9_InitFontsTexture()
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{
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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, bytes_per_pixel;
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io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
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// Create DX9 texture
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LPDIRECT3DTEXTURE9 pTexture = NULL;
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if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
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{
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IM_ASSERT(0);
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return;
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}
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D3DLOCKED_RECT tex_locked_rect;
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if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
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{
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IM_ASSERT(0);
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return;
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}
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for (int y = 0; y < height; y++)
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memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
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pTexture->UnlockRect(0);
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// Store our identifier
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io.Fonts->TexID = (void *)pTexture;
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g_FontTextureLoaded = true;
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}
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bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device, bool install_callbacks)
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{
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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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// FIXME
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RECT rect;
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GetClientRect((HWND)hwnd, &rect);
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int display_w = (int)(rect.right - rect.left);
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int display_h = (int)(rect.bottom - rect.top);
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
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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_UP;
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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_Delete] = VK_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
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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.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists;
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io.ImeWindowHandle = hwnd;
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// Create the vertex buffer
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if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
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return false;
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return true;
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}
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void ImGui_ImplDX9_Shutdown()
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{
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if (g_pVB)
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{
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g_pVB->Release();
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g_pVB = NULL;
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}
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if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
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{
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tex->Release();
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ImGui::GetIO().Fonts->TexID = 0;
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}
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ImGui::Shutdown();
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}
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void ImGui_ImplDX9_NewFrame()
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{
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if (!g_FontTextureLoaded)
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ImGui_ImplDX9_InitFontsTexture();
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ImGuiIO& io = ImGui::GetIO();
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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.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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// Start the frame
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ImGui::NewFrame();
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}
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16
examples/directx9_example/imgui_impl_dx9.h
Normal file
16
examples/directx9_example/imgui_impl_dx9.h
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
// ImGui Win32 + DirectX9 binding
|
||||||
|
// https://github.com/ocornut/imgui
|
||||||
|
|
||||||
|
struct IDirect3DDevice9;
|
||||||
|
|
||||||
|
bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device, bool install_callbacks);
|
||||||
|
void ImGui_ImplDX9_InitFontsTexture();
|
||||||
|
void ImGui_ImplDX9_Shutdown();
|
||||||
|
void ImGui_ImplDX9_NewFrame();
|
||||||
|
|
||||||
|
// 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 <windows.h> types. You can copy the extern declaration in your code.
|
||||||
|
/*
|
||||||
|
extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||||
|
*/
|
@ -1,112 +1,44 @@
|
|||||||
// ImGui - standalone example application for DirectX 9
|
// ImGui - standalone example application for DirectX 9
|
||||||
|
// TODO: Allow resizing the application window.
|
||||||
|
|
||||||
#include <windows.h>
|
#include <windows.h>
|
||||||
#include "../../imgui.h"
|
#include <imgui.h>
|
||||||
|
#include "imgui_impl_dx9.h"
|
||||||
// DirectX 9
|
|
||||||
#include <d3dx9.h>
|
#include <d3dx9.h>
|
||||||
#define DIRECTINPUT_VERSION 0x0800
|
#define DIRECTINPUT_VERSION 0x0800
|
||||||
#include <dinput.h>
|
#include <dinput.h>
|
||||||
|
|
||||||
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
|
extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||||
|
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||||
|
{
|
||||||
|
if (ImGui_ImplDX9_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||||
|
return true;
|
||||||
|
|
||||||
static HWND hWnd;
|
switch (msg)
|
||||||
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
|
|
||||||
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
|
|
||||||
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
|
|
||||||
struct CUSTOMVERTEX
|
|
||||||
{
|
{
|
||||||
D3DXVECTOR3 pos;
|
case WM_DESTROY:
|
||||||
D3DCOLOR col;
|
PostQuitMessage(0);
|
||||||
D3DXVECTOR2 uv;
|
return 0;
|
||||||
};
|
|
||||||
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
|
|
||||||
|
|
||||||
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
|
|
||||||
// If text or lines are blurry when integrating ImGui in your engine:
|
|
||||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
|
||||||
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
|
||||||
{
|
|
||||||
size_t total_vtx_count = 0;
|
|
||||||
for (int n = 0; n < cmd_lists_count; n++)
|
|
||||||
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
|
|
||||||
if (total_vtx_count == 0)
|
|
||||||
return;
|
|
||||||
|
|
||||||
// Copy and convert all vertices into a single contiguous buffer
|
|
||||||
CUSTOMVERTEX* vtx_dst;
|
|
||||||
if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
|
|
||||||
return;
|
|
||||||
for (int n = 0; n < cmd_lists_count; n++)
|
|
||||||
{
|
|
||||||
const ImDrawList* cmd_list = cmd_lists[n];
|
|
||||||
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
|
|
||||||
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
|
|
||||||
{
|
|
||||||
vtx_dst->pos.x = vtx_src->pos.x;
|
|
||||||
vtx_dst->pos.y = vtx_src->pos.y;
|
|
||||||
vtx_dst->pos.z = 0.0f;
|
|
||||||
vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
|
|
||||||
vtx_dst->uv.x = vtx_src->uv.x;
|
|
||||||
vtx_dst->uv.y = vtx_src->uv.y;
|
|
||||||
vtx_dst++;
|
|
||||||
vtx_src++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
g_pVB->Unlock();
|
|
||||||
|
|
||||||
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
|
|
||||||
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
|
|
||||||
|
|
||||||
// Setup render state: alpha-blending, no face culling, no depth testing
|
|
||||||
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
|
|
||||||
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
|
|
||||||
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
|
|
||||||
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
|
|
||||||
g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
|
|
||||||
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
|
|
||||||
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
|
|
||||||
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
|
|
||||||
g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
|
|
||||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
|
|
||||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
|
|
||||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
|
||||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
|
||||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
|
||||||
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
|
|
||||||
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
|
|
||||||
|
|
||||||
// Setup orthographic projection matrix
|
|
||||||
D3DXMATRIXA16 mat;
|
|
||||||
D3DXMatrixIdentity(&mat);
|
|
||||||
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
|
|
||||||
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
|
|
||||||
D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
|
|
||||||
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
|
|
||||||
|
|
||||||
// Render command lists
|
|
||||||
int vtx_offset = 0;
|
|
||||||
for (int n = 0; n < cmd_lists_count; n++)
|
|
||||||
{
|
|
||||||
// Render command list
|
|
||||||
const ImDrawList* cmd_list = cmd_lists[n];
|
|
||||||
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
|
|
||||||
{
|
|
||||||
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
|
|
||||||
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
|
|
||||||
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
|
|
||||||
g_pd3dDevice->SetScissorRect(&r);
|
|
||||||
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
|
|
||||||
vtx_offset += pcmd->vtx_count;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||||
}
|
}
|
||||||
|
|
||||||
HRESULT InitDeviceD3D(HWND hWnd)
|
int main(int argc, char** argv)
|
||||||
{
|
{
|
||||||
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
|
// Register the window class
|
||||||
return E_FAIL;
|
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
|
||||||
|
RegisterClassEx(&wc);
|
||||||
|
|
||||||
|
// Create the application's window
|
||||||
|
HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||||
|
|
||||||
|
// Initialize Direct3D
|
||||||
|
LPDIRECT3D9 pD3D;
|
||||||
|
if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
|
||||||
|
{
|
||||||
|
UnregisterClass(L"ImGui Example", wc.hInstance);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
D3DPRESENT_PARAMETERS d3dpp;
|
D3DPRESENT_PARAMETERS d3dpp;
|
||||||
ZeroMemory(&d3dpp, sizeof(d3dpp));
|
ZeroMemory(&d3dpp, sizeof(d3dpp));
|
||||||
d3dpp.Windowed = TRUE;
|
d3dpp.Windowed = TRUE;
|
||||||
@ -117,207 +49,32 @@ HRESULT InitDeviceD3D(HWND hWnd)
|
|||||||
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
|
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
|
||||||
|
|
||||||
// Create the D3DDevice
|
// Create the D3DDevice
|
||||||
if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
|
LPDIRECT3DDEVICE9 pd3dDevice = NULL;
|
||||||
return E_FAIL;
|
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &pd3dDevice) < 0)
|
||||||
|
|
||||||
return S_OK;
|
|
||||||
}
|
|
||||||
|
|
||||||
void CleanupDevice()
|
|
||||||
{
|
{
|
||||||
// InitImGui
|
pD3D->Release();
|
||||||
if (g_pVB) g_pVB->Release();
|
UnregisterClass(L"ImGui Example", wc.hInstance);
|
||||||
|
|
||||||
// InitDeviceD3D
|
|
||||||
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
|
|
||||||
tex->Release();
|
|
||||||
if (g_pd3dDevice) g_pd3dDevice->Release();
|
|
||||||
if (g_pD3D) g_pD3D->Release();
|
|
||||||
}
|
|
||||||
|
|
||||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|
||||||
{
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
switch (msg)
|
|
||||||
{
|
|
||||||
case WM_LBUTTONDOWN:
|
|
||||||
io.MouseDown[0] = true;
|
|
||||||
return true;
|
|
||||||
case WM_LBUTTONUP:
|
|
||||||
io.MouseDown[0] = false;
|
|
||||||
return true;
|
|
||||||
case WM_RBUTTONDOWN:
|
|
||||||
io.MouseDown[1] = true;
|
|
||||||
return true;
|
|
||||||
case WM_RBUTTONUP:
|
|
||||||
io.MouseDown[1] = false;
|
|
||||||
return true;
|
|
||||||
case WM_MOUSEWHEEL:
|
|
||||||
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
|
||||||
return true;
|
|
||||||
case WM_MOUSEMOVE:
|
|
||||||
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
|
||||||
io.MousePos.x = (signed short)(lParam);
|
|
||||||
io.MousePos.y = (signed short)(lParam >> 16);
|
|
||||||
return true;
|
|
||||||
case WM_KEYDOWN:
|
|
||||||
if (wParam >= 0 && wParam < 256)
|
|
||||||
io.KeysDown[wParam] = 1;
|
|
||||||
return true;
|
|
||||||
case WM_KEYUP:
|
|
||||||
if (wParam >= 0 && wParam < 256)
|
|
||||||
io.KeysDown[wParam] = 0;
|
|
||||||
return true;
|
|
||||||
case WM_CHAR:
|
|
||||||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
|
||||||
if (wParam > 0 && wParam < 0x10000)
|
|
||||||
io.AddInputCharacter((unsigned short)wParam);
|
|
||||||
return true;
|
|
||||||
case WM_DESTROY:
|
|
||||||
CleanupDevice();
|
|
||||||
PostQuitMessage(0);
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
|
||||||
}
|
|
||||||
|
|
||||||
void LoadFontsTexture()
|
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||||
{
|
UpdateWindow(hwnd);
|
||||||
// Load one or more font
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
// ImGui
|
||||||
|
ImGui_ImplDX9_Init(hwnd, pd3dDevice, true);
|
||||||
|
//ImGuiIO& io = ImGui::GetIO();
|
||||||
//ImFont* my_font1 = io.Fonts->AddFontDefault();
|
//ImFont* my_font1 = io.Fonts->AddFontDefault();
|
||||||
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
|
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
|
||||||
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
|
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
|
||||||
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
|
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
|
||||||
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
|
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
|
||||||
|
ImGui_ImplDX9_InitFontsTexture();
|
||||||
// Build
|
|
||||||
unsigned char* pixels;
|
|
||||||
int width, height, bytes_per_pixel;
|
|
||||||
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
|
|
||||||
|
|
||||||
// Create texture
|
|
||||||
LPDIRECT3DTEXTURE9 pTexture = NULL;
|
|
||||||
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
|
|
||||||
{
|
|
||||||
IM_ASSERT(0);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Copy pixels
|
|
||||||
D3DLOCKED_RECT tex_locked_rect;
|
|
||||||
if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
|
||||||
{
|
|
||||||
IM_ASSERT(0);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
for (int y = 0; y < height; y++)
|
|
||||||
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
|
|
||||||
pTexture->UnlockRect(0);
|
|
||||||
|
|
||||||
// Store our identifier
|
|
||||||
io.Fonts->TexID = (void *)pTexture;
|
|
||||||
}
|
|
||||||
|
|
||||||
void InitImGui()
|
|
||||||
{
|
|
||||||
RECT rect;
|
|
||||||
GetClientRect(hWnd, &rect);
|
|
||||||
int display_w = (int)(rect.right - rect.left);
|
|
||||||
int display_h = (int)(rect.bottom - rect.top);
|
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
|
|
||||||
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
|
|
||||||
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_UP;
|
|
||||||
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
|
||||||
io.KeyMap[ImGuiKey_End] = VK_END;
|
|
||||||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
|
||||||
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
|
||||||
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.RenderDrawListsFn = ImImpl_RenderDrawLists;
|
|
||||||
io.ImeWindowHandle = hWnd;
|
|
||||||
|
|
||||||
// Create the vertex buffer
|
|
||||||
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
|
|
||||||
{
|
|
||||||
IM_ASSERT(0);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
LoadFontsTexture();
|
|
||||||
}
|
|
||||||
|
|
||||||
INT64 ticks_per_second = 0;
|
|
||||||
INT64 last_time = 0;
|
|
||||||
|
|
||||||
void UpdateImGui()
|
|
||||||
{
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
|
|
||||||
// Setup time step
|
|
||||||
INT64 current_time;
|
|
||||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
|
||||||
io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
|
|
||||||
last_time = current_time;
|
|
||||||
|
|
||||||
// Read keyboard modifiers inputs
|
|
||||||
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
|
|
||||||
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
|
|
||||||
// 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
|
|
||||||
|
|
||||||
// Start the frame
|
|
||||||
ImGui::NewFrame();
|
|
||||||
}
|
|
||||||
|
|
||||||
int main(int argc, char** argv)
|
|
||||||
{
|
|
||||||
// Register the window class
|
|
||||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
|
|
||||||
RegisterClassEx(&wc);
|
|
||||||
|
|
||||||
// Create the application's window
|
|
||||||
hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
|
||||||
|
|
||||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
|
|
||||||
return 1;
|
|
||||||
if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
|
|
||||||
return 1;
|
|
||||||
|
|
||||||
// Initialize Direct3D
|
|
||||||
if (InitDeviceD3D(hWnd) < 0)
|
|
||||||
{
|
|
||||||
CleanupDevice();
|
|
||||||
UnregisterClass(L"ImGui Example", wc.hInstance);
|
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Show the window
|
|
||||||
ShowWindow(hWnd, SW_SHOWDEFAULT);
|
|
||||||
UpdateWindow(hWnd);
|
|
||||||
|
|
||||||
InitImGui();
|
|
||||||
|
|
||||||
bool show_test_window = true;
|
bool show_test_window = true;
|
||||||
bool show_another_window = false;
|
bool show_another_window = false;
|
||||||
ImVec4 clear_col = ImColor(114, 144, 154);
|
ImVec4 clear_col = ImColor(114, 144, 154);
|
||||||
|
|
||||||
// Enter the message loop
|
// Main loop
|
||||||
MSG msg;
|
MSG msg;
|
||||||
ZeroMemory(&msg, sizeof(msg));
|
ZeroMemory(&msg, sizeof(msg));
|
||||||
while (msg.message != WM_QUIT)
|
while (msg.message != WM_QUIT)
|
||||||
@ -328,7 +85,7 @@ int main(int argc, char** argv)
|
|||||||
DispatchMessage(&msg);
|
DispatchMessage(&msg);
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
UpdateImGui();
|
ImGui_ImplDX9_NewFrame();
|
||||||
|
|
||||||
// 1. Show a simple window
|
// 1. Show a simple window
|
||||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
||||||
@ -358,21 +115,24 @@ int main(int argc, char** argv)
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Rendering
|
// Rendering
|
||||||
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
|
pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
|
||||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
|
pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
|
||||||
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
|
pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
|
||||||
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_col.x*255.0f), (int)(clear_col.y*255.0f), (int)(clear_col.z*255.0f), (int)(clear_col.w*255.0f));
|
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_col.x*255.0f), (int)(clear_col.y*255.0f), (int)(clear_col.z*255.0f), (int)(clear_col.w*255.0f));
|
||||||
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
|
pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
|
||||||
if (g_pd3dDevice->BeginScene() >= 0)
|
if (pd3dDevice->BeginScene() >= 0)
|
||||||
{
|
{
|
||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
g_pd3dDevice->EndScene();
|
pd3dDevice->EndScene();
|
||||||
}
|
}
|
||||||
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
|
pd3dDevice->Present(NULL, NULL, NULL, NULL);
|
||||||
}
|
}
|
||||||
|
|
||||||
ImGui::Shutdown();
|
ImGui_ImplDX9_Shutdown();
|
||||||
|
|
||||||
|
if (pd3dDevice) pd3dDevice->Release();
|
||||||
|
if (pD3D) pD3D->Release();
|
||||||
UnregisterClass(L"ImGui Example", wc.hInstance);
|
UnregisterClass(L"ImGui Example", wc.hInstance);
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user