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// ImGui Win32 + DirectX11 binding
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// Implemented features:
// [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Keyboard navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableKeyboard'.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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# include "imgui.h"
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# include "imgui_impl_dx11.h"
// DirectX
# include <d3d11.h>
# include <d3dcompiler.h>
# define DIRECTINPUT_VERSION 0x0800
# include <dinput.h>
// Data
static INT64 g_Time = 0 ;
static INT64 g_TicksPerSecond = 0 ;
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static HWND g_hWnd = 0 ;
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static ID3D11Device * g_pd3dDevice = NULL ;
static ID3D11DeviceContext * g_pd3dDeviceContext = NULL ;
static ID3D11Buffer * g_pVB = NULL ;
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static ID3D11Buffer * g_pIB = NULL ;
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static ID3D10Blob * g_pVertexShaderBlob = NULL ;
static ID3D11VertexShader * g_pVertexShader = NULL ;
static ID3D11InputLayout * g_pInputLayout = NULL ;
static ID3D11Buffer * g_pVertexConstantBuffer = NULL ;
static ID3D10Blob * g_pPixelShaderBlob = NULL ;
static ID3D11PixelShader * g_pPixelShader = NULL ;
static ID3D11SamplerState * g_pFontSampler = NULL ;
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static ID3D11ShaderResourceView * g_pFontTextureView = NULL ;
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static ID3D11RasterizerState * g_pRasterizerState = NULL ;
static ID3D11BlendState * g_pBlendState = NULL ;
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static ID3D11DepthStencilState * g_pDepthStencilState = NULL ;
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static int g_VertexBufferSize = 5000 , g_IndexBufferSize = 10000 ;
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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)
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void ImGui_ImplDX11_RenderDrawLists ( ImDrawData * draw_data )
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{
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ID3D11DeviceContext * ctx = g_pd3dDeviceContext ;
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// Create and grow vertex/index 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 ;
D3D11_BUFFER_DESC desc ;
memset ( & desc , 0 , sizeof ( D3D11_BUFFER_DESC ) ) ;
desc . Usage = D3D11_USAGE_DYNAMIC ;
desc . ByteWidth = g_VertexBufferSize * sizeof ( ImDrawVert ) ;
desc . BindFlags = D3D11_BIND_VERTEX_BUFFER ;
desc . CPUAccessFlags = D3D11_CPU_ACCESS_WRITE ;
desc . MiscFlags = 0 ;
if ( g_pd3dDevice - > CreateBuffer ( & desc , NULL , & g_pVB ) < 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 ;
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D3D11_BUFFER_DESC desc ;
memset ( & desc , 0 , sizeof ( D3D11_BUFFER_DESC ) ) ;
desc . Usage = D3D11_USAGE_DYNAMIC ;
desc . ByteWidth = g_IndexBufferSize * sizeof ( ImDrawIdx ) ;
desc . BindFlags = D3D11_BIND_INDEX_BUFFER ;
desc . CPUAccessFlags = D3D11_CPU_ACCESS_WRITE ;
if ( g_pd3dDevice - > CreateBuffer ( & desc , NULL , & g_pIB ) < 0 )
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return ;
}
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// Copy and convert all vertices into a single contiguous buffer
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D3D11_MAPPED_SUBRESOURCE vtx_resource , idx_resource ;
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if ( ctx - > Map ( g_pVB , 0 , D3D11_MAP_WRITE_DISCARD , 0 , & vtx_resource ) ! = S_OK )
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return ;
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if ( ctx - > Map ( g_pIB , 0 , D3D11_MAP_WRITE_DISCARD , 0 , & idx_resource ) ! = S_OK )
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return ;
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ImDrawVert * vtx_dst = ( ImDrawVert * ) vtx_resource . pData ;
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ImDrawIdx * idx_dst = ( ImDrawIdx * ) idx_resource . pData ;
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for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
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{
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const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
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memcpy ( vtx_dst , cmd_list - > VtxBuffer . Data , cmd_list - > VtxBuffer . Size * sizeof ( ImDrawVert ) ) ;
memcpy ( idx_dst , cmd_list - > IdxBuffer . Data , cmd_list - > IdxBuffer . Size * sizeof ( ImDrawIdx ) ) ;
vtx_dst + = cmd_list - > VtxBuffer . Size ;
idx_dst + = cmd_list - > IdxBuffer . Size ;
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}
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ctx - > Unmap ( g_pVB , 0 ) ;
ctx - > Unmap ( g_pIB , 0 ) ;
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// Setup orthographic projection matrix into our constant buffer
{
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D3D11_MAPPED_SUBRESOURCE mapped_resource ;
if ( ctx - > Map ( g_pVertexConstantBuffer , 0 , D3D11_MAP_WRITE_DISCARD , 0 , & mapped_resource ) ! = S_OK )
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return ;
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VERTEX_CONSTANT_BUFFER * constant_buffer = ( VERTEX_CONSTANT_BUFFER * ) mapped_resource . pData ;
float L = 0.0f ;
float R = ImGui : : GetIO ( ) . DisplaySize . x ;
float B = ImGui : : GetIO ( ) . DisplaySize . y ;
float T = 0.0f ;
float mvp [ 4 ] [ 4 ] =
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{
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{ 2.0f / ( R - L ) , 0.0f , 0.0f , 0.0f } ,
{ 0.0f , 2.0f / ( T - B ) , 0.0f , 0.0f } ,
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{ 0.0f , 0.0f , 0.5f , 0.0f } ,
{ ( R + L ) / ( L - R ) , ( T + B ) / ( B - T ) , 0.5f , 1.0f } ,
} ;
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memcpy ( & constant_buffer - > mvp , mvp , sizeof ( mvp ) ) ;
ctx - > Unmap ( g_pVertexConstantBuffer , 0 ) ;
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}
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// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX11_STATE
{
UINT ScissorRectsCount , ViewportsCount ;
D3D11_RECT ScissorRects [ D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE ] ;
D3D11_VIEWPORT Viewports [ D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE ] ;
ID3D11RasterizerState * RS ;
ID3D11BlendState * BlendState ;
FLOAT BlendFactor [ 4 ] ;
UINT SampleMask ;
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UINT StencilRef ;
ID3D11DepthStencilState * DepthStencilState ;
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ID3D11ShaderResourceView * PSShaderResource ;
ID3D11SamplerState * PSSampler ;
ID3D11PixelShader * PS ;
ID3D11VertexShader * VS ;
UINT PSInstancesCount , VSInstancesCount ;
ID3D11ClassInstance * PSInstances [ 256 ] , * VSInstances [ 256 ] ; // 256 is max according to PSSetShader documentation
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology ;
ID3D11Buffer * IndexBuffer , * VertexBuffer , * VSConstantBuffer ;
UINT IndexBufferOffset , VertexBufferStride , VertexBufferOffset ;
DXGI_FORMAT IndexBufferFormat ;
ID3D11InputLayout * InputLayout ;
} ;
BACKUP_DX11_STATE old ;
old . ScissorRectsCount = old . ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE ;
ctx - > RSGetScissorRects ( & old . ScissorRectsCount , old . ScissorRects ) ;
ctx - > RSGetViewports ( & old . ViewportsCount , old . Viewports ) ;
ctx - > RSGetState ( & old . RS ) ;
ctx - > OMGetBlendState ( & old . BlendState , old . BlendFactor , & old . SampleMask ) ;
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ctx - > OMGetDepthStencilState ( & old . DepthStencilState , & old . StencilRef ) ;
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ctx - > PSGetShaderResources ( 0 , 1 , & old . PSShaderResource ) ;
ctx - > PSGetSamplers ( 0 , 1 , & old . PSSampler ) ;
old . PSInstancesCount = old . VSInstancesCount = 256 ;
ctx - > PSGetShader ( & old . PS , old . PSInstances , & old . PSInstancesCount ) ;
ctx - > VSGetShader ( & old . VS , old . VSInstances , & old . VSInstancesCount ) ;
ctx - > VSGetConstantBuffers ( 0 , 1 , & old . VSConstantBuffer ) ;
ctx - > IAGetPrimitiveTopology ( & old . PrimitiveTopology ) ;
ctx - > IAGetIndexBuffer ( & old . IndexBuffer , & old . IndexBufferFormat , & old . IndexBufferOffset ) ;
ctx - > IAGetVertexBuffers ( 0 , 1 , & old . VertexBuffer , & old . VertexBufferStride , & old . VertexBufferOffset ) ;
ctx - > IAGetInputLayout ( & old . InputLayout ) ;
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// Setup viewport
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D3D11_VIEWPORT vp ;
memset ( & vp , 0 , sizeof ( D3D11_VIEWPORT ) ) ;
vp . Width = ImGui : : GetIO ( ) . DisplaySize . x ;
vp . Height = ImGui : : GetIO ( ) . DisplaySize . y ;
vp . MinDepth = 0.0f ;
vp . MaxDepth = 1.0f ;
vp . TopLeftX = vp . TopLeftY = 0.0f ;
ctx - > RSSetViewports ( 1 , & vp ) ;
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// Bind shader and vertex buffers
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unsigned int stride = sizeof ( ImDrawVert ) ;
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unsigned int offset = 0 ;
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ctx - > IASetInputLayout ( g_pInputLayout ) ;
ctx - > IASetVertexBuffers ( 0 , 1 , & g_pVB , & stride , & offset ) ;
ctx - > IASetIndexBuffer ( g_pIB , sizeof ( ImDrawIdx ) = = 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT , 0 ) ;
ctx - > IASetPrimitiveTopology ( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ) ;
ctx - > VSSetShader ( g_pVertexShader , NULL , 0 ) ;
ctx - > VSSetConstantBuffers ( 0 , 1 , & g_pVertexConstantBuffer ) ;
ctx - > PSSetShader ( g_pPixelShader , NULL , 0 ) ;
ctx - > PSSetSamplers ( 0 , 1 , & g_pFontSampler ) ;
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// Setup render state
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const float blend_factor [ 4 ] = { 0.f , 0.f , 0.f , 0.f } ;
ctx - > OMSetBlendState ( g_pBlendState , blend_factor , 0xffffffff ) ;
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ctx - > OMSetDepthStencilState ( g_pDepthStencilState , 0 ) ;
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ctx - > RSSetState ( g_pRasterizerState ) ;
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// Render command lists
int vtx_offset = 0 ;
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int idx_offset = 0 ;
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for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
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{
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const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
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for ( int cmd_i = 0 ; cmd_i < cmd_list - > CmdBuffer . Size ; cmd_i + + )
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{
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const ImDrawCmd * pcmd = & cmd_list - > CmdBuffer [ cmd_i ] ;
if ( pcmd - > UserCallback )
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{
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pcmd - > UserCallback ( cmd_list , pcmd ) ;
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}
else
{
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const D3D11_RECT r = { ( LONG ) pcmd - > ClipRect . x , ( LONG ) pcmd - > ClipRect . y , ( LONG ) pcmd - > ClipRect . z , ( LONG ) pcmd - > ClipRect . w } ;
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ctx - > PSSetShaderResources ( 0 , 1 , ( ID3D11ShaderResourceView * * ) & pcmd - > TextureId ) ;
ctx - > RSSetScissorRects ( 1 , & r ) ;
ctx - > DrawIndexed ( pcmd - > ElemCount , idx_offset , vtx_offset ) ;
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}
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idx_offset + = pcmd - > ElemCount ;
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}
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vtx_offset + = cmd_list - > VtxBuffer . Size ;
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}
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// Restore modified DX state
ctx - > RSSetScissorRects ( old . ScissorRectsCount , old . ScissorRects ) ;
ctx - > RSSetViewports ( old . ViewportsCount , old . Viewports ) ;
ctx - > RSSetState ( old . RS ) ; if ( old . RS ) old . RS - > Release ( ) ;
ctx - > OMSetBlendState ( old . BlendState , old . BlendFactor , old . SampleMask ) ; if ( old . BlendState ) old . BlendState - > Release ( ) ;
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ctx - > OMSetDepthStencilState ( old . DepthStencilState , old . StencilRef ) ; if ( old . DepthStencilState ) old . DepthStencilState - > Release ( ) ;
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ctx - > PSSetShaderResources ( 0 , 1 , & old . PSShaderResource ) ; if ( old . PSShaderResource ) old . PSShaderResource - > Release ( ) ;
ctx - > PSSetSamplers ( 0 , 1 , & old . PSSampler ) ; if ( old . PSSampler ) old . PSSampler - > Release ( ) ;
ctx - > PSSetShader ( old . PS , old . PSInstances , old . PSInstancesCount ) ; if ( old . PS ) old . PS - > Release ( ) ;
for ( UINT i = 0 ; i < old . PSInstancesCount ; i + + ) if ( old . PSInstances [ i ] ) old . PSInstances [ i ] - > Release ( ) ;
ctx - > VSSetShader ( old . VS , old . VSInstances , old . VSInstancesCount ) ; if ( old . VS ) old . VS - > Release ( ) ;
ctx - > VSSetConstantBuffers ( 0 , 1 , & old . VSConstantBuffer ) ; if ( old . VSConstantBuffer ) old . VSConstantBuffer - > Release ( ) ;
for ( UINT i = 0 ; i < old . VSInstancesCount ; i + + ) if ( old . VSInstances [ i ] ) old . VSInstances [ i ] - > Release ( ) ;
ctx - > IASetPrimitiveTopology ( old . PrimitiveTopology ) ;
ctx - > IASetIndexBuffer ( old . IndexBuffer , old . IndexBufferFormat , old . IndexBufferOffset ) ; if ( old . IndexBuffer ) old . IndexBuffer - > Release ( ) ;
ctx - > IASetVertexBuffers ( 0 , 1 , & old . VertexBuffer , & old . VertexBufferStride , & old . VertexBufferOffset ) ; if ( old . VertexBuffer ) old . VertexBuffer - > Release ( ) ;
ctx - > IASetInputLayout ( old . InputLayout ) ; if ( old . InputLayout ) old . InputLayout - > Release ( ) ;
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}
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static bool IsAnyMouseButtonDown ( )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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for ( int n = 0 ; n < IM_ARRAYSIZE ( io . MouseDown ) ; n + + )
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if ( io . MouseDown [ n ] )
return true ;
return false ;
}
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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// 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.
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// 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.
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IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler ( HWND hwnd , UINT msg , WPARAM wParam , LPARAM lParam )
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{
ImGuiIO & io = ImGui : : GetIO ( ) ;
switch ( msg )
{
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case WM_LBUTTONDOWN : case WM_LBUTTONDBLCLK :
case WM_RBUTTONDOWN : case WM_RBUTTONDBLCLK :
case WM_MBUTTONDOWN : case WM_MBUTTONDBLCLK :
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{
int button = 0 ;
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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 ;
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if ( ! IsAnyMouseButtonDown ( ) & & GetCapture ( ) = = NULL )
SetCapture ( hwnd ) ;
io . MouseDown [ button ] = true ;
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return 0 ;
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}
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case WM_LBUTTONUP :
case WM_RBUTTONUP :
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case WM_MBUTTONUP :
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{
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 ( ) ;
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return 0 ;
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}
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case WM_MOUSEWHEEL :
io . MouseWheel + = GET_WHEEL_DELTA_WPARAM ( wParam ) > 0 ? + 1.0f : - 1.0f ;
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return 0 ;
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case WM_MOUSEHWHEEL :
io . MouseWheelH + = GET_WHEEL_DELTA_WPARAM ( wParam ) > 0 ? + 1.0f : - 1.0f ;
return 0 ;
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case WM_MOUSEMOVE :
io . MousePos . x = ( signed short ) ( lParam ) ;
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io . MousePos . y = ( signed short ) ( lParam > > 16 ) ;
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return 0 ;
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case WM_KEYDOWN :
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case WM_SYSKEYDOWN :
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if ( wParam < 256 )
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io . KeysDown [ wParam ] = 1 ;
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return 0 ;
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case WM_KEYUP :
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case WM_SYSKEYUP :
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if ( wParam < 256 )
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io . KeysDown [ wParam ] = 0 ;
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return 0 ;
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case WM_CHAR :
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if ( wParam > 0 & & wParam < 0x10000 )
io . AddInputCharacter ( ( unsigned short ) wParam ) ;
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return 0 ;
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}
return 0 ;
}
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static void ImGui_ImplDX11_CreateFontsTexture ( )
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{
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// Build texture atlas
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ImGuiIO & io = ImGui : : GetIO ( ) ;
unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height ) ;
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// Upload texture to graphics system
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{
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D3D11_TEXTURE2D_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
desc . Width = width ;
desc . Height = height ;
desc . MipLevels = 1 ;
desc . ArraySize = 1 ;
desc . Format = DXGI_FORMAT_R8G8B8A8_UNORM ;
desc . SampleDesc . Count = 1 ;
desc . Usage = D3D11_USAGE_DEFAULT ;
desc . BindFlags = D3D11_BIND_SHADER_RESOURCE ;
desc . CPUAccessFlags = 0 ;
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ID3D11Texture2D * pTexture = NULL ;
D3D11_SUBRESOURCE_DATA subResource ;
subResource . pSysMem = pixels ;
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subResource . SysMemPitch = desc . Width * 4 ;
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subResource . SysMemSlicePitch = 0 ;
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g_pd3dDevice - > CreateTexture2D ( & desc , & subResource , & pTexture ) ;
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// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc ;
ZeroMemory ( & srvDesc , sizeof ( srvDesc ) ) ;
srvDesc . Format = DXGI_FORMAT_R8G8B8A8_UNORM ;
srvDesc . ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D ;
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srvDesc . Texture2D . MipLevels = desc . MipLevels ;
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srvDesc . Texture2D . MostDetailedMip = 0 ;
g_pd3dDevice - > CreateShaderResourceView ( pTexture , & srvDesc , & g_pFontTextureView ) ;
pTexture - > Release ( ) ;
}
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// Store our identifier
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io . Fonts - > TexID = ( void * ) g_pFontTextureView ;
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// Create texture sampler
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{
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D3D11_SAMPLER_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
desc . Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR ;
desc . AddressU = D3D11_TEXTURE_ADDRESS_WRAP ;
desc . AddressV = D3D11_TEXTURE_ADDRESS_WRAP ;
desc . AddressW = D3D11_TEXTURE_ADDRESS_WRAP ;
desc . MipLODBias = 0.f ;
desc . ComparisonFunc = D3D11_COMPARISON_ALWAYS ;
desc . MinLOD = 0.f ;
desc . MaxLOD = 0.f ;
g_pd3dDevice - > CreateSamplerState ( & desc , & g_pFontSampler ) ;
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}
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}
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bool ImGui_ImplDX11_CreateDeviceObjects ( )
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{
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if ( ! g_pd3dDevice )
return false ;
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if ( g_pFontSampler )
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ImGui_ImplDX11_InvalidateDeviceObjects ( ) ;
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
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// Create the vertex shader
{
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static const char * vertexShader =
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" cbuffer vertexBuffer : register(b0) \
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{ \
float4x4 ProjectionMatrix ; \
} ; \
struct VS_INPUT \
{ \
float2 pos : POSITION ; \
float4 col : COLOR0 ; \
float2 uv : TEXCOORD0 ; \
} ; \
\
struct PS_INPUT \
{ \
float4 pos : SV_POSITION ; \
float4 col : COLOR0 ; \
float2 uv : TEXCOORD0 ; \
} ; \
\
PS_INPUT main ( VS_INPUT input ) \
{ \
PS_INPUT output ; \
output . pos = mul ( ProjectionMatrix , float4 ( input . pos . xy , 0.f , 1.f ) ) ; \
output . col = input . col ; \
output . uv = input . uv ; \
return output ; \
} " ;
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D3DCompile ( vertexShader , strlen ( vertexShader ) , NULL , NULL , NULL , " main " , " vs_4_0 " , 0 , 0 , & g_pVertexShaderBlob , NULL ) ;
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if ( g_pVertexShaderBlob = = NULL ) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false ;
if ( g_pd3dDevice - > CreateVertexShader ( ( DWORD * ) g_pVertexShaderBlob - > GetBufferPointer ( ) , g_pVertexShaderBlob - > GetBufferSize ( ) , NULL , & g_pVertexShader ) ! = S_OK )
return false ;
// Create the input layout
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D3D11_INPUT_ELEMENT_DESC local_layout [ ] = {
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{ " POSITION " , 0 , DXGI_FORMAT_R32G32_FLOAT , 0 , ( size_t ) ( & ( ( ImDrawVert * ) 0 ) - > pos ) , D3D11_INPUT_PER_VERTEX_DATA , 0 } ,
{ " TEXCOORD " , 0 , DXGI_FORMAT_R32G32_FLOAT , 0 , ( size_t ) ( & ( ( ImDrawVert * ) 0 ) - > uv ) , D3D11_INPUT_PER_VERTEX_DATA , 0 } ,
{ " COLOR " , 0 , DXGI_FORMAT_R8G8B8A8_UNORM , 0 , ( size_t ) ( & ( ( ImDrawVert * ) 0 ) - > col ) , D3D11_INPUT_PER_VERTEX_DATA , 0 } ,
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} ;
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if ( g_pd3dDevice - > CreateInputLayout ( local_layout , 3 , g_pVertexShaderBlob - > GetBufferPointer ( ) , g_pVertexShaderBlob - > GetBufferSize ( ) , & g_pInputLayout ) ! = S_OK )
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return false ;
// Create the constant buffer
{
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D3D11_BUFFER_DESC desc ;
desc . ByteWidth = sizeof ( VERTEX_CONSTANT_BUFFER ) ;
desc . Usage = D3D11_USAGE_DYNAMIC ;
desc . BindFlags = D3D11_BIND_CONSTANT_BUFFER ;
desc . CPUAccessFlags = D3D11_CPU_ACCESS_WRITE ;
desc . MiscFlags = 0 ;
g_pd3dDevice - > CreateBuffer ( & desc , NULL , & g_pVertexConstantBuffer ) ;
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}
}
// Create the pixel shader
{
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static const char * pixelShader =
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" struct PS_INPUT \
{ \
float4 pos : SV_POSITION ; \
float4 col : COLOR0 ; \
float2 uv : TEXCOORD0 ; \
} ; \
sampler sampler0 ; \
Texture2D texture0 ; \
\
float4 main ( PS_INPUT input ) : SV_Target \
{ \
float4 out_col = input . col * texture0 . Sample ( sampler0 , input . uv ) ; \
return out_col ; \
} " ;
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D3DCompile ( pixelShader , strlen ( pixelShader ) , NULL , NULL , NULL , " main " , " ps_4_0 " , 0 , 0 , & g_pPixelShaderBlob , NULL ) ;
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if ( g_pPixelShaderBlob = = NULL ) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false ;
if ( g_pd3dDevice - > CreatePixelShader ( ( DWORD * ) g_pPixelShaderBlob - > GetBufferPointer ( ) , g_pPixelShaderBlob - > GetBufferSize ( ) , NULL , & g_pPixelShader ) ! = S_OK )
return false ;
}
// Create the blending setup
{
D3D11_BLEND_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
desc . AlphaToCoverageEnable = false ;
desc . RenderTarget [ 0 ] . BlendEnable = true ;
desc . RenderTarget [ 0 ] . SrcBlend = D3D11_BLEND_SRC_ALPHA ;
desc . RenderTarget [ 0 ] . DestBlend = D3D11_BLEND_INV_SRC_ALPHA ;
desc . RenderTarget [ 0 ] . BlendOp = D3D11_BLEND_OP_ADD ;
desc . RenderTarget [ 0 ] . SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA ;
desc . RenderTarget [ 0 ] . DestBlendAlpha = D3D11_BLEND_ZERO ;
desc . RenderTarget [ 0 ] . BlendOpAlpha = D3D11_BLEND_OP_ADD ;
desc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL ;
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g_pd3dDevice - > CreateBlendState ( & desc , & g_pBlendState ) ;
}
// Create the rasterizer state
{
D3D11_RASTERIZER_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
desc . FillMode = D3D11_FILL_SOLID ;
desc . CullMode = D3D11_CULL_NONE ;
desc . ScissorEnable = true ;
desc . DepthClipEnable = true ;
g_pd3dDevice - > CreateRasterizerState ( & desc , & g_pRasterizerState ) ;
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}
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// Create depth-stencil State
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{
D3D11_DEPTH_STENCIL_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
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desc . DepthEnable = false ;
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desc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL ;
desc . DepthFunc = D3D11_COMPARISON_ALWAYS ;
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desc . StencilEnable = false ;
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desc . FrontFace . StencilFailOp = desc . FrontFace . StencilDepthFailOp = desc . FrontFace . StencilPassOp = D3D11_STENCIL_OP_KEEP ;
desc . FrontFace . StencilFunc = D3D11_COMPARISON_ALWAYS ;
desc . BackFace = desc . FrontFace ;
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g_pd3dDevice - > CreateDepthStencilState ( & desc , & g_pDepthStencilState ) ;
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}
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ImGui_ImplDX11_CreateFontsTexture ( ) ;
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return true ;
}
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void ImGui_ImplDX11_InvalidateDeviceObjects ( )
{
if ( ! g_pd3dDevice )
return ;
if ( g_pFontSampler ) { g_pFontSampler - > Release ( ) ; g_pFontSampler = NULL ; }
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if ( g_pFontTextureView ) { g_pFontTextureView - > Release ( ) ; g_pFontTextureView = NULL ; ImGui : : GetIO ( ) . Fonts - > TexID = NULL ; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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if ( g_pIB ) { g_pIB - > Release ( ) ; g_pIB = NULL ; }
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if ( g_pVB ) { g_pVB - > Release ( ) ; g_pVB = NULL ; }
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if ( g_pBlendState ) { g_pBlendState - > Release ( ) ; g_pBlendState = NULL ; }
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if ( g_pDepthStencilState ) { g_pDepthStencilState - > Release ( ) ; g_pDepthStencilState = NULL ; }
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if ( g_pRasterizerState ) { g_pRasterizerState - > Release ( ) ; g_pRasterizerState = NULL ; }
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if ( g_pPixelShader ) { g_pPixelShader - > Release ( ) ; g_pPixelShader = NULL ; }
if ( g_pPixelShaderBlob ) { g_pPixelShaderBlob - > Release ( ) ; g_pPixelShaderBlob = NULL ; }
if ( g_pVertexConstantBuffer ) { g_pVertexConstantBuffer - > Release ( ) ; g_pVertexConstantBuffer = NULL ; }
if ( g_pInputLayout ) { g_pInputLayout - > Release ( ) ; g_pInputLayout = NULL ; }
if ( g_pVertexShader ) { g_pVertexShader - > Release ( ) ; g_pVertexShader = NULL ; }
if ( g_pVertexShaderBlob ) { g_pVertexShaderBlob - > Release ( ) ; g_pVertexShaderBlob = NULL ; }
}
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bool ImGui_ImplDX11_Init ( void * hwnd , ID3D11Device * device , ID3D11DeviceContext * device_context )
{
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g_hWnd = ( HWND ) hwnd ;
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g_pd3dDevice = device ;
g_pd3dDeviceContext = device_context ;
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if ( ! QueryPerformanceFrequency ( ( LARGE_INTEGER * ) & g_TicksPerSecond ) )
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return false ;
if ( ! QueryPerformanceCounter ( ( LARGE_INTEGER * ) & g_Time ) )
return false ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
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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.
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io . KeyMap [ ImGuiKey_LeftArrow ] = VK_LEFT ;
io . KeyMap [ ImGuiKey_RightArrow ] = VK_RIGHT ;
io . KeyMap [ ImGuiKey_UpArrow ] = VK_UP ;
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io . KeyMap [ ImGuiKey_DownArrow ] = VK_DOWN ;
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io . KeyMap [ ImGuiKey_PageUp ] = VK_PRIOR ;
io . KeyMap [ ImGuiKey_PageDown ] = VK_NEXT ;
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io . KeyMap [ ImGuiKey_Home ] = VK_HOME ;
io . KeyMap [ ImGuiKey_End ] = VK_END ;
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io . KeyMap [ ImGuiKey_Insert ] = VK_INSERT ;
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io . KeyMap [ ImGuiKey_Delete ] = VK_DELETE ;
io . KeyMap [ ImGuiKey_Backspace ] = VK_BACK ;
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io . KeyMap [ ImGuiKey_Space ] = VK_SPACE ;
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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 ' ;
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io . RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists ; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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io . ImeWindowHandle = g_hWnd ;
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return true ;
}
void ImGui_ImplDX11_Shutdown ( )
{
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ImGui_ImplDX11_InvalidateDeviceObjects ( ) ;
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ImGui : : Shutdown ( ) ;
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g_pd3dDevice = NULL ;
g_pd3dDeviceContext = NULL ;
g_hWnd = ( HWND ) 0 ;
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}
void ImGui_ImplDX11_NewFrame ( )
{
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if ( ! g_pFontSampler )
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ImGui_ImplDX11_CreateDeviceObjects ( ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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// 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 ) ) ;
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// Setup time step
INT64 current_time ;
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QueryPerformanceCounter ( ( LARGE_INTEGER * ) & current_time ) ;
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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 ;
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io . KeyAlt = ( GetKeyState ( VK_MENU ) & 0x8000 ) ! = 0 ;
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io . KeySuper = false ;
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// 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
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// Gamepad/keyboard navigation mapping [BETA]
memset ( io . NavInputs , 0 , sizeof ( io . NavInputs ) ) ;
if ( io . NavFlags & ImGuiNavFlags_EnableKeyboard )
{
// Update keyboard
// FIXME-NAV: We are still using some of the ImGuiNavInput_PadXXX enums as keyboard support is incomplete.
# define MAP_KEY(NAV_NO, KEY_NO) { if (io.KeysDown[KEY_NO]) io.NavInputs[NAV_NO] = 1.0f; }
MAP_KEY ( ImGuiNavInput_KeyLeft , VK_LEFT ) ;
MAP_KEY ( ImGuiNavInput_KeyRight , VK_RIGHT ) ;
MAP_KEY ( ImGuiNavInput_KeyUp , VK_UP ) ;
MAP_KEY ( ImGuiNavInput_KeyDown , VK_DOWN ) ;
MAP_KEY ( ImGuiNavInput_KeyMenu , VK_MENU ) ;
MAP_KEY ( ImGuiNavInput_PadActivate , VK_SPACE ) ;
MAP_KEY ( ImGuiNavInput_PadCancel , VK_ESCAPE ) ;
MAP_KEY ( ImGuiNavInput_PadInput , VK_RETURN ) ;
MAP_KEY ( ImGuiNavInput_PadTweakFast , VK_SHIFT ) ;
MAP_KEY ( ImGuiNavInput_PadTweakSlow , VK_CONTROL ) ;
# undef MAP_KEY
}
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// 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 ) ;
}
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// Hide OS mouse cursor if ImGui is drawing it
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if ( io . MouseDrawCursor )
SetCursor ( NULL ) ;
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Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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// 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.
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ImGui : : NewFrame ( ) ;
}