mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 09:27:00 +00:00
287 lines
9.9 KiB
C++
287 lines
9.9 KiB
C++
// ImGui Win32 + DirectX9 binding
|
|
// https://github.com/ocornut/imgui
|
|
|
|
#include <imgui.h>
|
|
#include "imgui_impl_dx9.h"
|
|
|
|
// DirectX
|
|
#include <d3dx9.h>
|
|
#define DIRECTINPUT_VERSION 0x0800
|
|
#include <dinput.h>
|
|
|
|
// 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 int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
|
|
|
|
struct CUSTOMVERTEX
|
|
{
|
|
D3DXVECTOR3 pos;
|
|
D3DCOLOR col;
|
|
D3DXVECTOR2 uv;
|
|
};
|
|
#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)
|
|
static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
|
{
|
|
size_t total_vtx_count = 0;
|
|
for (int n = 0; n < cmd_lists_count; n++)
|
|
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
|
|
if (total_vtx_count == 0)
|
|
return;
|
|
|
|
// Copy and convert all vertices into a single contiguous buffer
|
|
CUSTOMVERTEX* vtx_dst;
|
|
if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
|
|
return;
|
|
for (int n = 0; n < cmd_lists_count; n++)
|
|
{
|
|
const ImDrawList* cmd_list = cmd_lists[n];
|
|
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
|
|
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
|
|
{
|
|
vtx_dst->pos.x = vtx_src->pos.x;
|
|
vtx_dst->pos.y = vtx_src->pos.y;
|
|
vtx_dst->pos.z = 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.x = vtx_src->uv.x;
|
|
vtx_dst->uv.y = vtx_src->uv.y;
|
|
vtx_dst++;
|
|
vtx_src++;
|
|
}
|
|
}
|
|
g_pVB->Unlock();
|
|
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
|
|
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
|
|
|
|
// 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_BLENDOP, D3DBLENDOP_ADD );
|
|
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
|
|
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_SELECTARG1 );
|
|
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, 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
|
|
D3DXMATRIXA16 mat;
|
|
D3DXMatrixIdentity(&mat);
|
|
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
|
|
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
|
|
D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
|
|
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
|
|
|
|
// Render command lists
|
|
int vtx_offset = 0;
|
|
for (int n = 0; n < cmd_lists_count; n++)
|
|
{
|
|
const ImDrawList* cmd_list = cmd_lists[n];
|
|
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
|
|
{
|
|
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
|
|
if (pcmd->user_callback)
|
|
{
|
|
pcmd->user_callback(cmd_list, pcmd);
|
|
}
|
|
else
|
|
{
|
|
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
|
|
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
|
|
g_pd3dDevice->SetScissorRect(&r);
|
|
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
|
|
}
|
|
vtx_offset += pcmd->vtx_count;
|
|
}
|
|
}
|
|
}
|
|
|
|
LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
switch (msg)
|
|
{
|
|
case WM_LBUTTONDOWN:
|
|
io.MouseDown[0] = true;
|
|
return true;
|
|
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_MOUSEWHEEL:
|
|
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
|
return true;
|
|
case WM_MOUSEMOVE:
|
|
io.MousePos.x = (signed short)(lParam);
|
|
io.MousePos.y = (signed short)(lParam >> 16);
|
|
return true;
|
|
case WM_KEYDOWN:
|
|
if (wParam < 256)
|
|
io.KeysDown[wParam] = 1;
|
|
return true;
|
|
case WM_KEYUP:
|
|
if (wParam < 256)
|
|
io.KeysDown[wParam] = 0;
|
|
return true;
|
|
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;
|
|
}
|
|
|
|
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_UP;
|
|
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
|
io.KeyMap[ImGuiKey_End] = VK_END;
|
|
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
|
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
|
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;
|
|
io.ImeWindowHandle = g_hWnd;
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX9_Shutdown()
|
|
{
|
|
ImGui_ImplDX9_InvalidateDeviceObjects();
|
|
ImGui::Shutdown();
|
|
g_pd3dDevice = NULL;
|
|
g_hWnd = 0;
|
|
}
|
|
|
|
static void ImGui_ImplDX9_CreateFontsTexture()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// Build
|
|
unsigned char* pixels;
|
|
int width, height, bytes_per_pixel;
|
|
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
|
|
|
|
// Create DX9 texture
|
|
LPDIRECT3DTEXTURE9 pTexture = NULL;
|
|
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
|
|
{
|
|
IM_ASSERT(0);
|
|
return;
|
|
}
|
|
D3DLOCKED_RECT tex_locked_rect;
|
|
if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
|
{
|
|
IM_ASSERT(0);
|
|
return;
|
|
}
|
|
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));
|
|
pTexture->UnlockRect(0);
|
|
|
|
// Store our identifier
|
|
io.Fonts->TexID = (void *)pTexture;
|
|
}
|
|
|
|
bool ImGui_ImplDX9_CreateDeviceObjects()
|
|
{
|
|
if (!g_pd3dDevice)
|
|
return false;
|
|
|
|
if (g_pd3dDevice->CreateVertexBuffer(VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
|
|
return false;
|
|
|
|
ImGui_ImplDX9_CreateFontsTexture();
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX9_InvalidateDeviceObjects()
|
|
{
|
|
if (!g_pd3dDevice)
|
|
return;
|
|
if (g_pVB)
|
|
{
|
|
g_pVB->Release();
|
|
g_pVB = NULL;
|
|
}
|
|
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
|
|
{
|
|
tex->Release();
|
|
ImGui::GetIO().Fonts->TexID = 0;
|
|
}
|
|
}
|
|
|
|
void ImGui_ImplDX9_NewFrame()
|
|
{
|
|
if (!g_pVB)
|
|
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.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
|
|
|
|
// Start the frame
|
|
ImGui::NewFrame();
|
|
}
|