diff --git a/README.md b/README.md
index a51632c0..51e9193a 100644
--- a/README.md
+++ b/README.md
@@ -123,11 +123,10 @@ Languages: (third-party bindinds)
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs)
Frameworks:
-- DirectX 9, DirectX 10, DirectX 11: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- DirectX 9, DirectX 10, DirectX 11, DirectX 12: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- OpenGL 2/3 (with GLFW or SDL): [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Vulkan (with GLFW): [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Allegro 5, iOS, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged PR: DirectX12: [#301](https://github.com/ocornut/imgui/pull/301)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: FreeGlut + OpenGL2: [#801](https://github.com/ocornut/imgui/pull/801)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
diff --git a/examples/README.txt b/examples/README.txt
index 7c2506c2..13660c31 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -4,8 +4,8 @@ Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries
Third party languages and frameworks bindings:
https://github.com/ocornut/imgui/wiki/Links
(languages: C, C#, ChaiScript, D, Go, Haxe, Odin, Python, Rust, Lua, Pascal)
-(frameworks: DX12, OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
- OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.)
+(other frameworks: OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht,
+ Ogre, OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.)
(extras: RemoteImGui, ImWindow, imgui_wm, etc.)
diff --git a/examples/directx12_example/directx12_example.vcxproj b/examples/directx12_example/directx12_example.vcxproj
index 37b7327e..d3962a31 100644
--- a/examples/directx12_example/directx12_example.vcxproj
+++ b/examples/directx12_example/directx12_example.vcxproj
@@ -21,7 +21,7 @@
{b4cf9797-519d-4afe-a8f4-5141a6b521d3}
directx12_example
- 10.0.10240.0
+ 10.0.16299.0
diff --git a/examples/directx12_example/imgui_impl_dx12.cpp b/examples/directx12_example/imgui_impl_dx12.cpp
index b0b65d7d..2da3624d 100644
--- a/examples/directx12_example/imgui_impl_dx12.cpp
+++ b/examples/directx12_example/imgui_impl_dx12.cpp
@@ -1,18 +1,43 @@
// ImGui Win32 + DirectX12 binding
-// In this binding, ImTextureID is used to store a 'D3D12_GPU_DESCRIPTOR_HANDLE' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+// Implemented features:
+// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
-#include
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
+
+#include "imgui.h"
#include "imgui_impl_dx12.h"
// DirectX
#include
#include
+// Win32 data
+static HWND g_hWnd = 0;
+static INT64 g_Time = 0;
+static INT64 g_TicksPerSecond = 0;
+static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_Count_;
+
+// DirectX data
+static ID3D12Device* g_pd3dDevice = NULL;
+static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
+static ID3D10Blob* g_pVertexShaderBlob = NULL;
+static ID3D10Blob* g_pPixelShaderBlob = NULL;
+static ID3D12RootSignature* g_pRootSignature = NULL;
+static ID3D12PipelineState* g_pPipelineState = NULL;
+static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
+static ID3D12Resource* g_pFontTextureResource = NULL;
+static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
+static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
+
struct FrameResources
{
ID3D12Resource* IB;
@@ -20,40 +45,21 @@ struct FrameResources
int VertexBufferSize;
int IndexBufferSize;
};
-
-// Data
-static INT64 g_Time = 0;
-static INT64 g_TicksPerSecond = 0;
-
-static HWND g_hWnd = 0;
-static ID3D12Device* g_pd3dDevice = NULL;
-static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
-static ID3D10Blob* g_pVertexShaderBlob = NULL;
-static ID3D10Blob* g_pPixelShaderBlob = NULL;
-static ID3D12RootSignature* g_pRootSignature = NULL;
-static ID3D12PipelineState* g_pPipelineState = NULL;
-static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
-static ID3D12Resource* g_pFontTextureResource = NULL;
-static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
-static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
-
-static FrameResources* g_pFrameResources = NULL;
-static UINT g_numFramesInFlight = 0;
-static UINT g_frameIndex = UINT_MAX;
+static FrameResources* g_pFrameResources = NULL;
+static UINT g_numFramesInFlight = 0;
+static UINT g_frameIndex = UINT_MAX;
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
};
-// 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)
-void ImGui_ImplDX12_RenderDrawLists(ImDrawData* draw_data)
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
{
- // NOTE: I'm assuming that this only get's called once per frame! If not,
- // we can't just re-allocate the IB or VB, we'll have to do a proper
- // allocator.
+ // NOTE: I'm assuming that this only get's called once per frame!
+ // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
g_frameIndex = g_frameIndex + 1;
FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
ID3D12Resource* g_pVB = frameResources->VB;
@@ -215,49 +221,106 @@ void ImGui_ImplDX12_RenderDrawLists(ImDrawData* draw_data)
}
}
-IMGUI_API LRESULT ImGui_ImplDX12_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
+static void ImGui_ImplWin32_UpdateMouseCursor()
{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+ if (imgui_cursor == ImGuiMouseCursor_None)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ ::SetCursor(NULL);
+ }
+ else
+ {
+ // Hardware cursor type
+ LPTSTR win32_cursor = IDC_ARROW;
+ switch (imgui_cursor)
+ {
+ case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
+ case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
+ case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
+ case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
+ case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
+ case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
+ case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
+ }
+ ::SetCursor(::LoadCursor(NULL, win32_cursor));
+ }
+}
+
+// Process Win32 mouse/keyboard inputs.
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
+// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
+IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui::GetCurrentContext() == NULL)
+ return 0;
+
ImGuiIO& io = ImGui::GetIO();
switch (msg)
{
- case WM_LBUTTONDOWN:
- io.MouseDown[0] = true;
- return true;
+ case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
+ case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
+ case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
+ {
+ int button = 0;
+ if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
+ if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
+ if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
+ if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
+ ::SetCapture(hwnd);
+ io.MouseDown[button] = true;
+ return 0;
+ }
case WM_LBUTTONUP:
- 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_MBUTTONDOWN:
- io.MouseDown[2] = true;
- return true;
case WM_MBUTTONUP:
- io.MouseDown[2] = false;
- return true;
+ {
+ int button = 0;
+ if (msg == WM_LBUTTONUP) button = 0;
+ if (msg == WM_RBUTTONUP) button = 1;
+ if (msg == WM_MBUTTONUP) button = 2;
+ io.MouseDown[button] = false;
+ if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
+ ::ReleaseCapture();
+ return 0;
+ }
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return true;
+ return 0;
+ case WM_MOUSEHWHEEL:
+ io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return 0;
case WM_MOUSEMOVE:
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
- return true;
+ return 0;
case WM_KEYDOWN:
+ case WM_SYSKEYDOWN:
if (wParam < 256)
io.KeysDown[wParam] = 1;
- return true;
+ return 0;
case WM_KEYUP:
+ case WM_SYSKEYUP:
if (wParam < 256)
io.KeysDown[wParam] = 0;
- return true;
+ return 0;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacter((unsigned short)wParam);
- return true;
+ return 0;
+ case WM_SETCURSOR:
+ if (LOWORD(lParam) == HTCLIENT)
+ {
+ ImGui_ImplWin32_UpdateMouseCursor();
+ return 1;
+ }
+ return 0;
}
return 0;
}
@@ -317,16 +380,14 @@ static void ImGui_ImplDX12_CreateFontsTexture()
ID3D12Resource* uploadBuffer = NULL;
HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
- assert(SUCCEEDED(hr));
+ IM_ASSERT(SUCCEEDED(hr));
void* mapped = NULL;
D3D12_RANGE range = { 0, uploadSize };
hr = uploadBuffer->Map(0, &range, &mapped);
- assert(SUCCEEDED(hr));
- for (int y = 0; y < height; ++y)
- {
+ IM_ASSERT(SUCCEEDED(hr));
+ for (int y = 0; y < height; y++)
memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
- }
uploadBuffer->Unmap(0, &range);
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
@@ -353,10 +414,10 @@ static void ImGui_ImplDX12_CreateFontsTexture()
ID3D12Fence* fence = NULL;
hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
- assert(SUCCEEDED(hr));
+ IM_ASSERT(SUCCEEDED(hr));
HANDLE event = CreateEvent(0, 0, 0, 0);
- assert(event != NULL);
+ IM_ASSERT(event != NULL);
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
@@ -365,25 +426,25 @@ static void ImGui_ImplDX12_CreateFontsTexture()
ID3D12CommandQueue* cmdQueue = NULL;
hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
- assert(SUCCEEDED(hr));
+ IM_ASSERT(SUCCEEDED(hr));
ID3D12CommandAllocator* cmdAlloc = NULL;
hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
- assert(SUCCEEDED(hr));
+ IM_ASSERT(SUCCEEDED(hr));
ID3D12GraphicsCommandList* cmdList = NULL;
hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
- assert(SUCCEEDED(hr));
+ IM_ASSERT(SUCCEEDED(hr));
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
cmdList->ResourceBarrier(1, &barrier);
hr = cmdList->Close();
- assert(SUCCEEDED(hr));
+ IM_ASSERT(SUCCEEDED(hr));
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
hr = cmdQueue->Signal(fence, 1);
- assert(SUCCEEDED(hr));
+ IM_ASSERT(SUCCEEDED(hr));
fence->SetEventOnCompletion(1, event);
WaitForSingleObject(event, INFINITE);
@@ -622,7 +683,7 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
- for (UINT i = 0; i < g_numFramesInFlight; ++i)
+ for (UINT i = 0; i < g_numFramesInFlight; i++)
{
if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
@@ -644,7 +705,7 @@ bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
g_numFramesInFlight = num_frames_in_flight;
g_frameIndex = UINT_MAX;
- for (int i = 0; i < num_frames_in_flight; ++i)
+ for (int i = 0; i < num_frames_in_flight; i++)
{
g_pFrameResources[i].IB = NULL;
g_pFrameResources[i].VB = NULL;
@@ -667,8 +728,10 @@ bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Space] = VK_SPACE;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';
@@ -678,7 +741,6 @@ bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
- io.RenderDrawListsFn = ImGui_ImplDX12_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.ImeWindowHandle = g_hWnd;
return true;
@@ -687,7 +749,6 @@ bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
void ImGui_ImplDX12_Shutdown()
{
ImGui_ImplDX12_InvalidateDeviceObjects();
- ImGui::Shutdown();
delete[] g_pFrameResources;
g_pd3dDevice = NULL;
g_hWnd = (HWND)0;
@@ -737,10 +798,14 @@ void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
SetCursorPos(pos.x, pos.y);
}
- // Hide OS mouse cursor if ImGui is drawing it
- if (io.MouseDrawCursor)
- SetCursor(NULL);
+ // Update OS mouse cursor with the cursor requested by imgui
+ ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+ if (g_LastMouseCursor != mouse_cursor)
+ {
+ g_LastMouseCursor = mouse_cursor;
+ ImGui_ImplWin32_UpdateMouseCursor();
+ }
- // Start the frame
+ // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
}
diff --git a/examples/directx12_example/imgui_impl_dx12.h b/examples/directx12_example/imgui_impl_dx12.h
index 059d73e1..628bbd49 100644
--- a/examples/directx12_example/imgui_impl_dx12.h
+++ b/examples/directx12_example/imgui_impl_dx12.h
@@ -1,5 +1,8 @@
// ImGui Win32 + DirectX12 binding
-// In this binding, ImTextureID is used to store a 'D3D12_GPU_DESCRIPTOR_HANDLE' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+// Implemented features:
+// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
@@ -12,22 +15,18 @@ struct ID3D12GraphicsCommandList;
struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE;
-// cmdList is the command list that the implementation will use to render the
-// GUI.
-//
-// Before calling ImGui::Render(), caller must prepare cmdList by resetting it
-// and setting the appropriate render target and descriptor heap that contains
-// fontSrvCpuDescHandle/fontSrvGpuDescHandle.
-//
-// fontSrvCpuDescHandle and fontSrvGpuDescHandle are handles to a single SRV
-// descriptor to use for the internal font texture.
-IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int numFramesInFlight,
+// cmd_list is the command list that the implementation will use to render imgui draw lists.
+// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
+// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
+// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
+IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
ID3D12Device* device,
DXGI_FORMAT rtv_format,
- D3D12_CPU_DESCRIPTOR_HANDLE fontSrvCpuDescHandle,
- D3D12_GPU_DESCRIPTOR_HANDLE fontSrvGpuDescHandle);
+ D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
+ D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
IMGUI_API void ImGui_ImplDX12_Shutdown();
-IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmdList);
+IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
+IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
@@ -37,5 +36,5 @@ IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code.
/*
-IMGUI_API LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/
diff --git a/examples/directx12_example/main.cpp b/examples/directx12_example/main.cpp
index 51b9da4e..7e6d6719 100644
--- a/examples/directx12_example/main.cpp
+++ b/examples/directx12_example/main.cpp
@@ -1,19 +1,19 @@
-// ImGui - standalone example application for DirectX 11
+// ImGui - standalone example application for DirectX 12
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
-#include
+#include "imgui.h"
#include "imgui_impl_dx12.h"
#include
#include
#include
-#define D3D11_CREATE_DEVICE_DEBUG 2
+#define DX12_ENABLE_DEBUG_LAYER 0
struct FrameContext
{
ID3D12CommandAllocator* CommandAllocator;
UINT64 FenceValue;
- bool FenceSignalled;
};
// Data
@@ -29,7 +29,7 @@ static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
static ID3D12Fence* g_fence = NULL;
static HANDLE g_fenceEvent = NULL;
-static UINT64 g_fenceLastSignalledValue = 0;
+static UINT64 g_fenceLastSignaledValue = 0;
static IDXGISwapChain3* g_pSwapChain = NULL;
static HANDLE g_hSwapChainWaitableObject = NULL;
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
@@ -37,19 +37,11 @@ static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFER
void CreateRenderTarget()
{
- DXGI_SWAP_CHAIN_DESC sd;
- g_pSwapChain->GetDesc(&sd);
-
- // Create the render target
ID3D12Resource* pBackBuffer;
- D3D12_RENDER_TARGET_VIEW_DESC render_target_view_desc;
- ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
- render_target_view_desc.Format = sd.BufferDesc.Format;
- render_target_view_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
- for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
+ for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
{
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
- g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, g_mainRenderTargetDescriptor[i]);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
g_mainRenderTargetResource[i] = pBackBuffer;
}
}
@@ -60,7 +52,7 @@ void WaitForLastSubmittedFrame()
UINT64 fenceValue = frameCtxt->FenceValue;
if (fenceValue == 0)
- return; // no fence was signalled
+ return; // No fence was signaled
frameCtxt->FenceValue = 0;
if (g_fence->GetCompletedValue() >= fenceValue)
@@ -75,15 +67,12 @@ FrameContext* WaitForNextFrameResources()
UINT nextFrameIndex = g_frameIndex + 1;
g_frameIndex = nextFrameIndex;
- HANDLE waitableObjects[] = {
- g_hSwapChainWaitableObject,
- NULL,
- };
+ HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
DWORD numWaitableObjects = 1;
FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtxt->FenceValue;
- if (fenceValue != 0) // means no fence was signalled
+ if (fenceValue != 0) // means no fence was signaled
{
frameCtxt->FenceValue = 0;
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
@@ -125,7 +114,7 @@ void CleanupRenderTarget()
{
WaitForLastSubmittedFrame();
- for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
+ for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
}
@@ -149,11 +138,7 @@ HRESULT CreateDeviceD3D(HWND hWnd)
sd.Stereo = FALSE;
}
- UINT createDeviceFlags = 0;
- //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
- D3D_FEATURE_LEVEL featureLevel;
- featureLevel = D3D_FEATURE_LEVEL_11_0;
- if (createDeviceFlags & D3D11_CREATE_DEVICE_DEBUG)
+ if (DX12_ENABLE_DEBUG_LAYER)
{
ID3D12Debug* dx12Debug = NULL;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
@@ -162,6 +147,8 @@ HRESULT CreateDeviceD3D(HWND hWnd)
dx12Debug->Release();
}
}
+
+ D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
return E_FAIL;
@@ -176,7 +163,8 @@ HRESULT CreateDeviceD3D(HWND hWnd)
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
- for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i) {
+ for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+ {
g_mainRenderTargetDescriptor[i] = rtvHandle;
rtvHandle.ptr += rtvDescriptorSize;
}
@@ -200,11 +188,9 @@ HRESULT CreateDeviceD3D(HWND hWnd)
return E_FAIL;
}
- for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i)
- {
+ for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
return E_FAIL;
- }
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
g_pd3dCommandList->Close() != S_OK)
@@ -240,7 +226,7 @@ void CleanupDeviceD3D()
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
- for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i)
+ for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
@@ -251,10 +237,10 @@ void CleanupDeviceD3D()
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
-extern LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
- if (ImGui_ImplDX12_WndProcHandler(hWnd, msg, wParam, lParam))
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
@@ -283,7 +269,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
int main(int, char**)
{
// Create application window
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
@@ -300,30 +286,46 @@ int main(int, char**)
UpdateWindow(hwnd);
// Setup ImGui binding
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice,
DXGI_FORMAT_R8G8B8A8_UNORM,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
- // Load Fonts
- // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
- //ImGuiIO& io = ImGui::GetIO();
- //io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
- //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
- //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
- bool show_test_window = true;
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ bool show_demo_window = true;
bool show_another_window = false;
- ImVec4 clear_col = ImColor(114, 144, 154);
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
@@ -332,31 +334,41 @@ int main(int, char**)
}
ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
- // 1. Show a simple window
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ // 1. Show a simple window.
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_col);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ static int counter = 0;
+ ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
- // 2. Show another simple window, this time using an explicit Begin/End pair
+ // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
@@ -374,10 +386,11 @@ int main(int, char**)
g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
g_pd3dCommandList->ResourceBarrier(1, &barrier);
- g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_col, 0, NULL);
+ g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
ImGui::Render();
+ ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData());
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
g_pd3dCommandList->ResourceBarrier(1, &barrier);
@@ -388,13 +401,15 @@ int main(int, char**)
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
- auto fenceValue = g_fenceLastSignalledValue + 1;
+ UINT64 fenceValue = g_fenceLastSignaledValue + 1;
g_pd3dCommandQueue->Signal(g_fence, fenceValue);
- g_fenceLastSignalledValue = fenceValue;
+ g_fenceLastSignaledValue = fenceValue;
frameCtxt->FenceValue = fenceValue;
}
ImGui_ImplDX12_Shutdown();
+ ImGui::DestroyContext();
+
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);