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@@ -31,11 +31,6 @@
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#define DIRECTINPUT_VERSION 0x0800
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#include <dinput.h>
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-// Data
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-static INT64 g_Time = 0;
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-static INT64 g_TicksPerSecond = 0;
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-
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-static HWND g_hWnd = 0;
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static ID3D11Device* g_pd3dDevice = NULL;
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static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
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static ID3D11Buffer* g_pVB = NULL;
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@@ -247,76 +242,6 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
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}
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-// Process Win32 mouse/keyboard inputs.
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-// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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-// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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-// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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-// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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-// 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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-{
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- if (ImGui::GetCurrentContext() == NULL)
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- return 0;
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-
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- ImGuiIO& io = ImGui::GetIO();
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- switch (msg)
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- {
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- case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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- case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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- case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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- {
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- int button = 0;
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- if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
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- if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
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- if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
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- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
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- ::SetCapture(hwnd);
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- io.MouseDown[button] = true;
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- return 0;
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- }
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- case WM_LBUTTONUP:
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- case WM_RBUTTONUP:
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- case WM_MBUTTONUP:
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- {
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- int button = 0;
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- if (msg == WM_LBUTTONUP) button = 0;
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- if (msg == WM_RBUTTONUP) button = 1;
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- if (msg == WM_MBUTTONUP) button = 2;
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- io.MouseDown[button] = false;
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- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
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- ::ReleaseCapture();
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- return 0;
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- }
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- case WM_MOUSEWHEEL:
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- 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:
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- io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
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- return 0;
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- case WM_MOUSEMOVE:
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- 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:
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- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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- if (wParam > 0 && wParam < 0x10000)
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- io.AddInputCharacter((unsigned short)wParam);
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- return 0;
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- }
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- return 0;
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-}
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-
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static void ImGui_ImplDX11_CreateFontsTexture()
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{
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// Build texture atlas
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@@ -538,42 +463,10 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
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}
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-bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
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+bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
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{
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- g_hWnd = (HWND)hwnd;
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g_pd3dDevice = device;
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g_pd3dDeviceContext = device_context;
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-
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- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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- return false;
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- if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
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- return false;
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-
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- 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;
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- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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- 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;
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- io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
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- io.KeyMap[ImGuiKey_Home] = VK_HOME;
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- 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;
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- 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;
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- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
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- io.KeyMap[ImGuiKey_A] = 'A';
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- io.KeyMap[ImGuiKey_C] = 'C';
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- io.KeyMap[ImGuiKey_V] = 'V';
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- io.KeyMap[ImGuiKey_X] = 'X';
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- io.KeyMap[ImGuiKey_Y] = 'Y';
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- io.KeyMap[ImGuiKey_Z] = 'Z';
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-
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- io.ImeWindowHandle = g_hWnd;
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-
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return true;
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}
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@@ -582,49 +475,10 @@ void ImGui_ImplDX11_Shutdown()
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ImGui_ImplDX11_InvalidateDeviceObjects();
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g_pd3dDevice = NULL;
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g_pd3dDeviceContext = NULL;
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- g_hWnd = (HWND)0;
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}
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void ImGui_ImplDX11_NewFrame()
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{
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if (!g_pFontSampler)
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ImGui_ImplDX11_CreateDeviceObjects();
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-
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- ImGuiIO& io = ImGui::GetIO();
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-
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- // Setup display size (every frame to accommodate for window resizing)
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- RECT rect;
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- GetClientRect(g_hWnd, &rect);
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- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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-
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- // Setup time step
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- INT64 current_time;
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- QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
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- io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
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- g_Time = current_time;
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-
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- // Read keyboard modifiers inputs
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- io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
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- 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
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- // io.MousePos : filled by WM_MOUSEMOVE events
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- // io.MouseDown : filled by WM_*BUTTON* events
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- // io.MouseWheel : filled by WM_MOUSEWHEEL events
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-
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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)
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- if (io.WantMoveMouse)
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- {
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- POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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- ClientToScreen(g_hWnd, &pos);
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- SetCursorPos(pos.x, pos.y);
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- }
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-
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- // Hide OS mouse cursor if ImGui is drawing it
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- if (io.MouseDrawCursor)
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- SetCursor(NULL);
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-
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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();
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}
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