|
@@ -29,14 +29,8 @@
|
|
|
#include <d3d10_1.h>
|
|
|
#include <d3d10.h>
|
|
|
#include <d3dcompiler.h>
|
|
|
-#define DIRECTINPUT_VERSION 0x0800
|
|
|
-#include <dinput.h>
|
|
|
|
|
|
// Data
|
|
|
-static INT64 g_Time = 0;
|
|
|
-static INT64 g_TicksPerSecond = 0;
|
|
|
-
|
|
|
-static HWND g_hWnd = 0;
|
|
|
static ID3D10Device* g_pd3dDevice = NULL;
|
|
|
static ID3D10Buffer* g_pVB = NULL;
|
|
|
static ID3D10Buffer* g_pIB = NULL;
|
|
@@ -116,11 +110,11 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
|
|
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
|
|
return;
|
|
|
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
|
|
|
- const float L = 0.0f;
|
|
|
- const float R = ImGui::GetIO().DisplaySize.x;
|
|
|
- const float B = ImGui::GetIO().DisplaySize.y;
|
|
|
- const float T = 0.0f;
|
|
|
- const float mvp[4][4] =
|
|
|
+ float L = 0.0f;
|
|
|
+ float R = ImGui::GetIO().DisplaySize.x;
|
|
|
+ float B = ImGui::GetIO().DisplaySize.y;
|
|
|
+ float T = 0.0f;
|
|
|
+ float mvp[4][4] =
|
|
|
{
|
|
|
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
|
|
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
|
@@ -240,86 +234,15 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
|
|
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
|
|
}
|
|
|
|
|
|
-// 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;
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
static void ImGui_ImplDX10_CreateFontsTexture()
|
|
|
{
|
|
|
+ // Build texture atlas
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
-
|
|
|
- // Build
|
|
|
unsigned char* pixels;
|
|
|
int width, height;
|
|
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
|
|
|
|
|
- // Create DX10 texture
|
|
|
+ // Upload texture to graphics system
|
|
|
{
|
|
|
D3D10_TEXTURE2D_DESC desc;
|
|
|
ZeroMemory(&desc, sizeof(desc));
|
|
@@ -368,10 +291,6 @@ static void ImGui_ImplDX10_CreateFontsTexture()
|
|
|
desc.MaxLOD = 0.f;
|
|
|
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
|
|
|
}
|
|
|
-
|
|
|
- // Cleanup (don't clear the input data if you want to append new fonts later)
|
|
|
- io.Fonts->ClearInputData();
|
|
|
- io.Fonts->ClearTexData();
|
|
|
}
|
|
|
|
|
|
bool ImGui_ImplDX10_CreateDeviceObjects()
|
|
@@ -537,41 +456,9 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
|
|
|
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
|
|
|
}
|
|
|
|
|
|
-bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device)
|
|
|
+bool ImGui_ImplDX10_Init(ID3D10Device* 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.ImeWindowHandle = g_hWnd;
|
|
|
-
|
|
|
return true;
|
|
|
}
|
|
|
|
|
@@ -579,49 +466,10 @@ void ImGui_ImplDX10_Shutdown()
|
|
|
{
|
|
|
ImGui_ImplDX10_InvalidateDeviceObjects();
|
|
|
g_pd3dDevice = NULL;
|
|
|
- g_hWnd = (HWND)0;
|
|
|
}
|
|
|
|
|
|
void ImGui_ImplDX10_NewFrame()
|
|
|
{
|
|
|
if (!g_pFontSampler)
|
|
|
ImGui_ImplDX10_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();
|
|
|
}
|