mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-21 19:37:01 +00:00
Commented samples and shuffled bits of the initialisation based on user's feedback.
This commit is contained in:
parent
8ab2942716
commit
86d2c9d232
@ -203,17 +203,6 @@ HRESULT InitD3D(HWND hWnd)
|
|||||||
if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
|
if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
|
||||||
return E_FAIL;
|
return E_FAIL;
|
||||||
|
|
||||||
// Create the vertex buffer.
|
|
||||||
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
|
|
||||||
return E_FAIL;
|
|
||||||
|
|
||||||
// Load font texture
|
|
||||||
const void* png_data;
|
|
||||||
unsigned int png_size;
|
|
||||||
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
|
|
||||||
if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0)
|
|
||||||
return E_FAIL;
|
|
||||||
|
|
||||||
return S_OK;
|
return S_OK;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -247,9 +236,11 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|||||||
io.MouseDown[1] = false;
|
io.MouseDown[1] = false;
|
||||||
return true;
|
return true;
|
||||||
case WM_MOUSEWHEEL:
|
case WM_MOUSEWHEEL:
|
||||||
|
// Mouse wheel: -1,0,+1
|
||||||
io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
|
io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
|
||||||
return true;
|
return true;
|
||||||
case WM_MOUSEMOVE:
|
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.x = (signed short)(lParam);
|
||||||
io.MousePos.y = (signed short)(lParam >> 16);
|
io.MousePos.y = (signed short)(lParam >> 16);
|
||||||
return true;
|
return true;
|
||||||
@ -274,9 +265,10 @@ void InitImGui()
|
|||||||
GetClientRect(hWnd, &rect);
|
GetClientRect(hWnd, &rect);
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
|
||||||
io.DeltaTime = 1.0f/60.0f;
|
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 timestep is variable)
|
||||||
io.KeyMap[ImGuiKey_Tab] = VK_TAB;
|
io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
|
||||||
|
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_LeftArrow] = VK_LEFT;
|
||||||
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
||||||
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
||||||
@ -293,11 +285,28 @@ void InitImGui()
|
|||||||
io.KeyMap[ImGuiKey_X] = 'X';
|
io.KeyMap[ImGuiKey_X] = 'X';
|
||||||
io.KeyMap[ImGuiKey_Y] = 'Y';
|
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||||
io.KeyMap[ImGuiKey_Z] = 'Z';
|
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||||
io.PixelCenterOffset = 0.0f;
|
|
||||||
|
|
||||||
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
|
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
|
||||||
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
|
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
|
||||||
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
|
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
|
||||||
|
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Load font texture
|
||||||
|
const void* png_data;
|
||||||
|
unsigned int png_size;
|
||||||
|
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
|
||||||
|
if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0)
|
||||||
|
{
|
||||||
|
IM_ASSERT(0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
|
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
|
||||||
|
@ -217,58 +217,6 @@ void InitGL()
|
|||||||
glewInit();
|
glewInit();
|
||||||
|
|
||||||
GLenum err = GL_NO_ERROR;
|
GLenum err = GL_NO_ERROR;
|
||||||
GLint status = GL_TRUE;
|
|
||||||
err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
|
|
||||||
|
|
||||||
// Create and compile the vertex shader
|
|
||||||
vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
|
||||||
glShaderSource(vertexShader, 1, &vertexSource, NULL);
|
|
||||||
glCompileShader(vertexShader);
|
|
||||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
|
|
||||||
if (status != GL_TRUE)
|
|
||||||
{
|
|
||||||
char buffer[512];
|
|
||||||
glGetShaderInfoLog(vertexShader, 1024, NULL, buffer);
|
|
||||||
printf("%s", buffer);
|
|
||||||
IM_ASSERT(status == GL_TRUE);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create and compile the fragment shader
|
|
||||||
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
||||||
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
|
|
||||||
glCompileShader(fragmentShader);
|
|
||||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
|
|
||||||
IM_ASSERT(status == GL_TRUE);
|
|
||||||
|
|
||||||
// Link the vertex and fragment shader into a shader program
|
|
||||||
shaderProgram = glCreateProgram();
|
|
||||||
glAttachShader(shaderProgram, vertexShader);
|
|
||||||
glAttachShader(shaderProgram, fragmentShader);
|
|
||||||
glBindFragDataLocation(shaderProgram, 0, "o_col");
|
|
||||||
glLinkProgram(shaderProgram);
|
|
||||||
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
|
|
||||||
IM_ASSERT(status == GL_TRUE);
|
|
||||||
|
|
||||||
uniMVP = glGetUniformLocation(shaderProgram, "MVP");
|
|
||||||
uniClipRect = glGetUniformLocation(shaderProgram, "ClipRect");
|
|
||||||
|
|
||||||
// Create Vertex Buffer Objects & Vertex Array Objects
|
|
||||||
glGenBuffers(1, &vbo);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
||||||
glGenVertexArrays(1, &vao);
|
|
||||||
glBindVertexArray(vao);
|
|
||||||
|
|
||||||
GLint posAttrib = glGetAttribLocation(shaderProgram, "i_pos");
|
|
||||||
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), 0);
|
|
||||||
glEnableVertexAttribArray(posAttrib);
|
|
||||||
|
|
||||||
GLint uvAttrib = glGetAttribLocation(shaderProgram, "i_uv");
|
|
||||||
glEnableVertexAttribArray(uvAttrib);
|
|
||||||
glVertexAttribPointer(uvAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (void*)(2*sizeof(float)));
|
|
||||||
|
|
||||||
GLint colAttrib = glGetAttribLocation(shaderProgram, "i_col");
|
|
||||||
glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (void*)(4*sizeof(float)));
|
|
||||||
glEnableVertexAttribArray(colAttrib);
|
|
||||||
err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
|
err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -278,9 +226,10 @@ void InitImGui()
|
|||||||
glfwGetWindowSize(window, &w, &h);
|
glfwGetWindowSize(window, &w, &h);
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
io.DisplaySize = ImVec2((float)w, (float)h); // Display size, in pixels. For clamping windows positions.
|
||||||
io.DeltaTime = 1.0f/60.0f;
|
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 timestep is variable)
|
||||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
|
io.PixelCenterOffset = 0.5f; // Align OpenGL texels
|
||||||
|
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_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] = GLFW_KEY_LEFT;
|
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
||||||
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
||||||
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
|
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
|
||||||
@ -297,12 +246,68 @@ void InitImGui()
|
|||||||
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
|
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
|
||||||
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
||||||
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
||||||
io.PixelCenterOffset = 0.5f;
|
|
||||||
|
|
||||||
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
|
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
|
||||||
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
|
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
|
||||||
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
|
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
|
||||||
|
|
||||||
|
|
||||||
|
// Setup graphics backend
|
||||||
|
GLint status = GL_TRUE;
|
||||||
|
GLenum err = GL_NO_ERROR;
|
||||||
|
err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
|
||||||
|
|
||||||
|
// Create and compile the vertex shader
|
||||||
|
vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
glShaderSource(vertexShader, 1, &vertexSource, NULL);
|
||||||
|
glCompileShader(vertexShader);
|
||||||
|
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
|
||||||
|
if (status != GL_TRUE)
|
||||||
|
{
|
||||||
|
char buffer[512];
|
||||||
|
glGetShaderInfoLog(vertexShader, 1024, NULL, buffer);
|
||||||
|
printf("%s", buffer);
|
||||||
|
IM_ASSERT(status == GL_TRUE);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create and compile the fragment shader
|
||||||
|
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
|
||||||
|
glCompileShader(fragmentShader);
|
||||||
|
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
|
||||||
|
IM_ASSERT(status == GL_TRUE);
|
||||||
|
|
||||||
|
// Link the vertex and fragment shader into a shader program
|
||||||
|
shaderProgram = glCreateProgram();
|
||||||
|
glAttachShader(shaderProgram, vertexShader);
|
||||||
|
glAttachShader(shaderProgram, fragmentShader);
|
||||||
|
glBindFragDataLocation(shaderProgram, 0, "o_col");
|
||||||
|
glLinkProgram(shaderProgram);
|
||||||
|
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
|
||||||
|
IM_ASSERT(status == GL_TRUE);
|
||||||
|
|
||||||
|
uniMVP = glGetUniformLocation(shaderProgram, "MVP");
|
||||||
|
uniClipRect = glGetUniformLocation(shaderProgram, "ClipRect");
|
||||||
|
|
||||||
|
// Create Vertex Buffer Objects & Vertex Array Objects
|
||||||
|
glGenBuffers(1, &vbo);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||||
|
glGenVertexArrays(1, &vao);
|
||||||
|
glBindVertexArray(vao);
|
||||||
|
|
||||||
|
GLint posAttrib = glGetAttribLocation(shaderProgram, "i_pos");
|
||||||
|
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), 0);
|
||||||
|
glEnableVertexAttribArray(posAttrib);
|
||||||
|
|
||||||
|
GLint uvAttrib = glGetAttribLocation(shaderProgram, "i_uv");
|
||||||
|
glEnableVertexAttribArray(uvAttrib);
|
||||||
|
glVertexAttribPointer(uvAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (void*)(2*sizeof(float)));
|
||||||
|
|
||||||
|
GLint colAttrib = glGetAttribLocation(shaderProgram, "i_col");
|
||||||
|
glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (void*)(4*sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(colAttrib);
|
||||||
|
err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
|
||||||
|
|
||||||
// Load font texture
|
// Load font texture
|
||||||
glGenTextures(1, &fontTex);
|
glGenTextures(1, &fontTex);
|
||||||
glBindTexture(GL_TEXTURE_2D, fontTex);
|
glBindTexture(GL_TEXTURE_2D, fontTex);
|
||||||
@ -348,10 +353,10 @@ int main(int argc, char** argv)
|
|||||||
time = current_time;
|
time = current_time;
|
||||||
double mouse_x, mouse_y;
|
double mouse_x, mouse_y;
|
||||||
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
||||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||||
io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
|
io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
|
||||||
io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
|
io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
|
||||||
io.MouseWheel = (mouse_wheel != 0) ? mouse_wheel > 0.0f ? 1 : - 1 : 0;
|
io.MouseWheel = (mouse_wheel != 0) ? mouse_wheel > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1
|
||||||
mouse_wheel = 0.0f;
|
mouse_wheel = 0.0f;
|
||||||
ImGui::NewFrame();
|
ImGui::NewFrame();
|
||||||
|
|
||||||
|
2
imgui.h
2
imgui.h
@ -381,7 +381,7 @@ struct ImGuiIO
|
|||||||
void (*SetClipboardTextFn)(const char* text, const char* text_end); // Required for clipboard support (nb- the string is *NOT* zero-terminated at 'text_end')
|
void (*SetClipboardTextFn)(const char* text, const char* text_end); // Required for clipboard support (nb- the string is *NOT* zero-terminated at 'text_end')
|
||||||
|
|
||||||
// Input - Fill before calling NewFrame()
|
// Input - Fill before calling NewFrame()
|
||||||
ImVec2 MousePos; // Mouse position (set to -1,-1 if no mouse / on another screen, etc.)
|
ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||||
bool MouseDown[2]; // Mouse buttons
|
bool MouseDown[2]; // Mouse buttons
|
||||||
int MouseWheel; // Mouse wheel: -1,0,+1
|
int MouseWheel; // Mouse wheel: -1,0,+1
|
||||||
bool KeyCtrl; // Keyboard modifier pressed: Control
|
bool KeyCtrl; // Keyboard modifier pressed: Control
|
||||||
|
Loading…
Reference in New Issue
Block a user