diff --git a/examples/directx12_example/directx12_example.vcxproj b/examples/directx12_example/directx12_example.vcxproj
index d3962a31..1ee7e343 100644
--- a/examples/directx12_example/directx12_example.vcxproj
+++ b/examples/directx12_example/directx12_example.vcxproj
@@ -146,13 +146,15 @@
-
+
+
-
+
+
diff --git a/examples/directx12_example/directx12_example.vcxproj.filters b/examples/directx12_example/directx12_example.vcxproj.filters
index 6baac598..43fdebab 100644
--- a/examples/directx12_example/directx12_example.vcxproj.filters
+++ b/examples/directx12_example/directx12_example.vcxproj.filters
@@ -15,12 +15,15 @@
imgui
-
- sources
-
imgui
+
+ sources
+
+
+ sources
+
@@ -29,15 +32,18 @@
sources
-
- sources
-
imgui
imgui
+
+ sources
+
+
+ sources
+
diff --git a/examples/directx12_example/main.cpp b/examples/directx12_example/main.cpp
index 6a4b78d8..e6d19b8f 100644
--- a/examples/directx12_example/main.cpp
+++ b/examples/directx12_example/main.cpp
@@ -3,7 +3,8 @@
// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
#include "imgui.h"
-#include "imgui_impl_dx12.h"
+#include "../imgui_impl_win32.h"
+#include "../imgui_impl_dx12.h"
#include
#include
#include
@@ -289,10 +290,9 @@ int main(int, char**)
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());
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM,
+ g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// Setup style
ImGui::StyleColorsDark();
@@ -333,6 +333,7 @@ int main(int, char**)
continue;
}
ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
+ ImGui_ImplWin32_NewFrame();
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
@@ -409,6 +410,7 @@ int main(int, char**)
WaitForLastSubmittedFrame();
ImGui_ImplDX12_Shutdown();
+ ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
diff --git a/examples/directx12_example/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp
similarity index 77%
rename from examples/directx12_example/imgui_impl_dx12.cpp
rename to examples/imgui_impl_dx12.cpp
index beb48b9c..65692a38 100644
--- a/examples/directx12_example/imgui_impl_dx12.cpp
+++ b/examples/imgui_impl_dx12.cpp
@@ -20,12 +20,6 @@
#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;
@@ -221,110 +215,6 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
}
}
-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: 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:
- case WM_RBUTTONUP:
- case WM_MBUTTONUP:
- {
- 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 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 0;
- case WM_KEYDOWN:
- case WM_SYSKEYDOWN:
- if (wParam < 256)
- io.KeysDown[wParam] = 1;
- return 0;
- case WM_KEYUP:
- case WM_SYSKEYUP:
- if (wParam < 256)
- io.KeysDown[wParam] = 0;
- 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 0;
- case WM_SETCURSOR:
- if (LOWORD(lParam) == HTCLIENT)
- {
- ImGui_ImplWin32_UpdateMouseCursor();
- return 1;
- }
- return 0;
- }
- return 0;
-}
-
static void ImGui_ImplDX12_CreateFontsTexture()
{
// Build texture atlas
@@ -690,13 +580,9 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
}
}
-bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
- ID3D12Device* device,
- DXGI_FORMAT rtv_format,
- D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
- D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
+bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
+ D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
- g_hWnd = (HWND)hwnd;
g_pd3dDevice = device;
g_RTVFormat = rtv_format;
g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
@@ -713,36 +599,6 @@ bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
g_pFrameResources[i].IndexBufferSize = 10000;
}
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
- return false;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
- return false;
-
- ImGuiIO& io = ImGui::GetIO();
- 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_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
- 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';
- 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.ImeWindowHandle = g_hWnd;
-
return true;
}
@@ -751,7 +607,6 @@ void ImGui_ImplDX12_Shutdown()
ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] g_pFrameResources;
g_pd3dDevice = NULL;
- g_hWnd = (HWND)0;
g_pd3dCommandList = NULL;
g_hFontSrvCpuDescHandle.ptr = 0;
g_hFontSrvGpuDescHandle.ptr = 0;
@@ -766,46 +621,4 @@ void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
ImGui_ImplDX12_CreateDeviceObjects();
g_pd3dCommandList = command_list;
-
- ImGuiIO& io = ImGui::GetIO();
-
- // Setup display size (every frame to accommodate for window resizing)
- RECT rect;
- GetClientRect(g_hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
-
- // Setup time step
- INT64 current_time;
- QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
- g_Time = current_time;
-
- // Read keyboard modifiers inputs
- io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
- io.KeySuper = false;
- // 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
-
- // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
- if (io.WantMoveMouse)
- {
- POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
- ClientToScreen(g_hWnd, &pos);
- SetCursorPos(pos.x, pos.y);
- }
-
- // 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. 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/imgui_impl_dx12.h
similarity index 54%
rename from examples/directx12_example/imgui_impl_dx12.h
rename to examples/imgui_impl_dx12.h
index 628bbd49..0f8eaebb 100644
--- a/examples/directx12_example/imgui_impl_dx12.h
+++ b/examples/imgui_impl_dx12.h
@@ -19,22 +19,12 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
// 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 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* cmd_list);
-IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
+IMGUI_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
+ 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* 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();
-IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();
-
-// 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 types. You can copy the extern declaration in your code.
-/*
-IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-*/
+IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
+IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();