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Examples: DirectX9 example application handle window resizing.
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@ -15,6 +15,7 @@ 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 HWND g_hWnd = 0;
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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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@ -355,6 +356,7 @@ static bool InitDirect3DState()
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bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
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{
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g_hWnd = (HWND)hwnd;
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g_pd3dDevice = device;
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g_pd3dDeviceContext = device_context;
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@ -369,14 +371,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
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if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
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return false;
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// FIXME: resizing
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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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@ -396,7 +391,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists;
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io.ImeWindowHandle = hwnd;
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io.ImeWindowHandle = g_hWnd;
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return true;
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}
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@ -428,6 +423,11 @@ void ImGui_ImplDX11_NewFrame()
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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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@ -10,6 +10,7 @@
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#include <dinput.h>
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// Data
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static HWND g_hWnd = 0;
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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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@ -177,20 +178,15 @@ void ImGui_ImplDX9_InitFontsTexture()
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bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* 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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// FIXME: resizing
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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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@ -210,17 +206,18 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
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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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io.ImeWindowHandle = g_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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void ImGui_ImplDX9_InvalidateDeviceObjects()
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{
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if (!g_pd3dDevice)
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return;
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if (g_pVB)
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{
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g_pVB->Release();
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@ -231,8 +228,24 @@ void ImGui_ImplDX9_Shutdown()
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tex->Release();
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ImGui::GetIO().Fonts->TexID = 0;
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}
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}
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void ImGui_ImplDX9_CreateDeviceObjects()
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{
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if (!g_pd3dDevice)
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return;
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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;
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ImGui_ImplDX9_InitFontsTexture();
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}
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void ImGui_ImplDX9_Shutdown()
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{
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ImGui_ImplDX9_InvalidateDeviceObjects();
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ImGui::Shutdown();
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g_pd3dDevice = NULL;
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g_hWnd = 0;
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}
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void ImGui_ImplDX9_NewFrame()
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@ -242,6 +255,11 @@ void ImGui_ImplDX9_NewFrame()
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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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@ -8,6 +8,10 @@ void ImGui_ImplDX9_InitFontsTexture();
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void ImGui_ImplDX9_Shutdown();
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void ImGui_ImplDX9_NewFrame();
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// Use if you want to reset your rendering device without losing ImGui state.
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void ImGui_ImplDX9_InvalidateDeviceObjects();
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void ImGui_ImplDX9_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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@ -1,5 +1,4 @@
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// ImGui - standalone example application for DirectX 9
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// TODO: Allow resizing the application window.
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#include <imgui.h>
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#include "imgui_impl_dx9.h"
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@ -7,6 +6,10 @@
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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 LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
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static D3DPRESENT_PARAMETERS g_d3dpp;
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extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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@ -15,6 +18,18 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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switch (msg)
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{
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case WM_SIZE:
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if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
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{
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ImGui_ImplDX9_InvalidateDeviceObjects();
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g_d3dpp.BackBufferWidth = LOWORD(lParam);
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g_d3dpp.BackBufferHeight = HIWORD(lParam);
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HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
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if (hr == D3DERR_INVALIDCALL)
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IM_ASSERT(0);
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ImGui_ImplDX9_CreateDeviceObjects();
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}
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return 0;
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case WM_DESTROY:
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PostQuitMessage(0);
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return 0;
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@ -36,29 +51,24 @@ int main(int argc, char** argv)
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UnregisterClass(L"ImGui Example", wc.hInstance);
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return 0;
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}
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D3DPRESENT_PARAMETERS d3dpp;
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ZeroMemory(&d3dpp, sizeof(d3dpp));
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d3dpp.Windowed = TRUE;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
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d3dpp.EnableAutoDepthStencil = TRUE;
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d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
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g_d3dpp.Windowed = TRUE;
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g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
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g_d3dpp.EnableAutoDepthStencil = TRUE;
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g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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// Create the D3DDevice
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LPDIRECT3DDEVICE9 pd3dDevice = NULL;
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if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &pd3dDevice) < 0)
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if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
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{
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pD3D->Release();
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UnregisterClass(L"ImGui Example", wc.hInstance);
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return 0;
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}
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ShowWindow(hwnd, SW_SHOWDEFAULT);
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UpdateWindow(hwnd);
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// Setup ImGui binding
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ImGui_ImplDX9_Init(hwnd, pd3dDevice);
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ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
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//ImGuiIO& io = ImGui::GetIO();
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//ImFont* my_font1 = io.Fonts->AddFontDefault();
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//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
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@ -67,6 +77,9 @@ int main(int argc, char** argv)
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//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
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ImGui_ImplDX9_InitFontsTexture();
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ShowWindow(hwnd, SW_SHOWDEFAULT);
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UpdateWindow(hwnd);
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bool show_test_window = true;
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bool show_another_window = false;
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ImVec4 clear_col = ImColor(114, 144, 154);
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@ -112,21 +125,21 @@ int main(int argc, char** argv)
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}
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// Rendering
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pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
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pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
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pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
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g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
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g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
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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));
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pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
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if (pd3dDevice->BeginScene() >= 0)
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g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
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if (g_pd3dDevice->BeginScene() >= 0)
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{
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ImGui::Render();
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pd3dDevice->EndScene();
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g_pd3dDevice->EndScene();
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}
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pd3dDevice->Present(NULL, NULL, NULL, NULL);
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g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
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}
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ImGui_ImplDX9_Shutdown();
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if (pd3dDevice) pd3dDevice->Release();
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if (g_pd3dDevice) g_pd3dDevice->Release();
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if (pD3D) pD3D->Release();
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UnregisterClass(L"ImGui Example", wc.hInstance);
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