// ImGui Win32 + DirectX9 binding // Implemented features: // [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' 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 "imgui.h" #include "imgui_impl_dx9.h" // DirectX #include #define DIRECTINPUT_VERSION 0x0800 #include // Data static HWND g_hWnd = 0; static INT64 g_Time = 0; static INT64 g_TicksPerSecond = 0; static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; struct CUSTOMVERTEX { float pos[3]; D3DCOLOR col; float uv[2]; }; #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) void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data) { // Avoid rendering when minimized ImGuiIO& io = ImGui::GetIO(); if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f) return; // Create and grow buffers if needed if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) { if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } g_VertexBufferSize = draw_data->TotalVtxCount + 5000; if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) return; } if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) { if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } g_IndexBufferSize = draw_data->TotalIdxCount + 10000; if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0) return; } // Backup the DX9 state IDirect3DStateBlock9* d3d9_state_block = NULL; if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) return; // Copy and convert all vertices into a single contiguous buffer CUSTOMVERTEX* vtx_dst; ImDrawIdx* idx_dst; if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) return; if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) return; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) { vtx_dst->pos[0] = vtx_src->pos.x; vtx_dst->pos[1] = vtx_src->pos.y; vtx_dst->pos[2] = 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[0] = vtx_src->uv.x; vtx_dst->uv[1] = vtx_src->uv.y; vtx_dst++; vtx_src++; } memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); idx_dst += cmd_list->IdxBuffer.Size; } g_pVB->Unlock(); g_pIB->Unlock(); g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); g_pd3dDevice->SetIndices(g_pIB); g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); // Setup viewport D3DVIEWPORT9 vp; vp.X = vp.Y = 0; vp.Width = (DWORD)io.DisplaySize.x; vp.Height = (DWORD)io.DisplaySize.y; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; g_pd3dDevice->SetViewport(&vp); // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing g_pd3dDevice->SetPixelShader(NULL); g_pd3dDevice->SetVertexShader(NULL); 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_ALPHATESTENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); 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_MODULATE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, 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 // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() { const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f; D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } }; D3DMATRIX mat_projection = { 2.0f/(R-L), 0.0f, 0.0f, 0.0f, 0.0f, 2.0f/(T-B), 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f, }; g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); } // Render command lists int vtx_offset = 0; int idx_offset = 0; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { pcmd->UserCallback(cmd_list, pcmd); } else { const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId); g_pd3dDevice->SetScissorRect(&r); g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); } idx_offset += pcmd->ElemCount; } vtx_offset += cmd_list->VtxBuffer.Size; } // Restore the DX9 state d3d9_state_block->Apply(); d3d9_state_block->Release(); } static bool IsAnyMouseButtonDown() { ImGuiIO& io = ImGui::GetIO(); for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++) if (io.MouseDown[n]) return true; return false; } // 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 (!IsAnyMouseButtonDown() && 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 (!IsAnyMouseButtonDown() && 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; } return 0; } bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) { g_hWnd = (HWND)hwnd; g_pd3dDevice = device; 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.RenderDrawListsFn = ImGui_ImplDX9_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; } void ImGui_ImplDX9_Shutdown() { ImGui_ImplDX9_InvalidateDeviceObjects(); g_pd3dDevice = NULL; g_hWnd = 0; } static bool ImGui_ImplDX9_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height, bytes_per_pixel; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); // Upload texture to graphics system g_FontTexture = NULL; if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) return false; D3DLOCKED_RECT tex_locked_rect; if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) return false; 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)); g_FontTexture->UnlockRect(0); // Store our identifier io.Fonts->TexID = (void *)g_FontTexture; return true; } bool ImGui_ImplDX9_CreateDeviceObjects() { if (!g_pd3dDevice) return false; if (!ImGui_ImplDX9_CreateFontsTexture()) return false; return true; } void ImGui_ImplDX9_InvalidateDeviceObjects() { if (!g_pd3dDevice) return; if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(g_FontTexture == io.Fonts->TexID); if (g_FontTexture) g_FontTexture->Release(); g_FontTexture = NULL; io.Fonts->TexID = NULL; } void ImGui_ImplDX9_NewFrame() { if (!g_FontTexture) ImGui_ImplDX9_CreateDeviceObjects(); 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); } // Hide OS mouse cursor if ImGui is drawing it if (io.MouseDrawCursor) SetCursor(NULL); // 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(); }