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Examples: DirectX10: Reusing imgui_impl_win32, removed that code from imgui_impl_dx10

omar 7 年之前
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6cd4e30b58

+ 4 - 2
examples/directx10_example/directx10_example.vcxproj

@@ -143,13 +143,15 @@
     <ClInclude Include="..\..\imconfig.h" />
     <ClInclude Include="..\..\imgui.h" />
     <ClInclude Include="..\..\imgui_internal.h" />
-    <ClInclude Include="imgui_impl_dx10.h" />
+    <ClInclude Include="..\imgui_impl_dx10.h" />
+    <ClInclude Include="..\imgui_impl_win32.h" />
   </ItemGroup>
   <ItemGroup>
     <ClCompile Include="..\..\imgui.cpp" />
     <ClCompile Include="..\..\imgui_demo.cpp" />
     <ClCompile Include="..\..\imgui_draw.cpp" />
-    <ClCompile Include="imgui_impl_dx10.cpp" />
+    <ClCompile Include="..\imgui_impl_dx10.cpp" />
+    <ClCompile Include="..\imgui_impl_win32.cpp" />
     <ClCompile Include="main.cpp" />
   </ItemGroup>
   <ItemGroup>

+ 12 - 6
examples/directx10_example/directx10_example.vcxproj.filters

@@ -15,12 +15,15 @@
     <ClInclude Include="..\..\imgui.h">
       <Filter>imgui</Filter>
     </ClInclude>
-    <ClInclude Include="imgui_impl_dx10.h">
-      <Filter>sources</Filter>
-    </ClInclude>
     <ClInclude Include="..\..\imgui_internal.h">
       <Filter>imgui</Filter>
     </ClInclude>
+    <ClInclude Include="..\imgui_impl_dx10.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\imgui_impl_win32.h">
+      <Filter>sources</Filter>
+    </ClInclude>
   </ItemGroup>
   <ItemGroup>
     <ClCompile Include="..\..\imgui.cpp">
@@ -29,15 +32,18 @@
     <ClCompile Include="main.cpp">
       <Filter>sources</Filter>
     </ClCompile>
-    <ClCompile Include="imgui_impl_dx10.cpp">
-      <Filter>sources</Filter>
-    </ClCompile>
     <ClCompile Include="..\..\imgui_demo.cpp">
       <Filter>imgui</Filter>
     </ClCompile>
     <ClCompile Include="..\..\imgui_draw.cpp">
       <Filter>imgui</Filter>
     </ClCompile>
+    <ClCompile Include="..\imgui_impl_dx10.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\imgui_impl_win32.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
   </ItemGroup>
   <ItemGroup>
     <None Include="..\README.txt" />

+ 6 - 2
examples/directx10_example/main.cpp

@@ -2,7 +2,8 @@
 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
 
 #include "imgui.h"
-#include "imgui_impl_dx10.h"
+#include "../imgui_impl_win32.h"
+#include "../imgui_impl_dx10.h"
 #include <d3d10_1.h>
 #include <d3d10.h>
 #define DIRECTINPUT_VERSION 0x0800
@@ -122,7 +123,8 @@ int main(int, char**)
     // Setup ImGui binding
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+    ImGui_ImplWin32_Init(hwnd);
+    ImGui_ImplDX10_Init(g_pd3dDevice);
     //io.NavFlags |= ImGuiNavFlags_EnableKeyboard;  // Enable Keyboard Controls
 
     // Setup style
@@ -164,6 +166,7 @@ int main(int, char**)
             continue;
         }
         ImGui_ImplDX10_NewFrame();
+        ImGui_ImplWin32_NewFrame();
 
         // 1. Show a simple window.
         // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
@@ -213,6 +216,7 @@ int main(int, char**)
     }
 
     ImGui_ImplDX10_Shutdown();
+    ImGui_ImplWin32_Shutdown();
     ImGui::DestroyContext();
 
     CleanupDeviceD3D();

+ 8 - 160
examples/directx10_example/imgui_impl_dx10.cpp → examples/imgui_impl_dx10.cpp

@@ -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 *)&current_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();
 }

+ 1 - 8
examples/directx10_example/imgui_impl_dx10.h → examples/imgui_impl_dx10.h

@@ -10,7 +10,7 @@
 
 struct ID3D10Device;
 
-IMGUI_API bool        ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device);
+IMGUI_API bool        ImGui_ImplDX10_Init(ID3D10Device* device);
 IMGUI_API void        ImGui_ImplDX10_Shutdown();
 IMGUI_API void        ImGui_ImplDX10_NewFrame();
 IMGUI_API void        ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
@@ -18,10 +18,3 @@ IMGUI_API void        ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
 // Use if you want to reset your rendering device without losing ImGui state.
 IMGUI_API void        ImGui_ImplDX10_InvalidateDeviceObjects();
 IMGUI_API bool        ImGui_ImplDX10_CreateDeviceObjects();
-
-// Handler for Win32 messages, update mouse/keyboard data.
-// You may or not need this for your implementation, but it can serve as reference for handling inputs.
-// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
-/*
-IMGUI_API LRESULT   ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-*/

+ 4 - 4
examples/imgui_impl_dx11.cpp

@@ -28,9 +28,8 @@
 // DirectX
 #include <d3d11.h>
 #include <d3dcompiler.h>
-#define DIRECTINPUT_VERSION 0x0800
-#include <dinput.h>
 
+// Data
 static ID3D11Device*            g_pd3dDevice = NULL;
 static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;
 static ID3D11Buffer*            g_pVB = NULL;
@@ -177,7 +176,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
     vp.Height = ImGui::GetIO().DisplaySize.y;
     vp.MinDepth = 0.0f;
     vp.MaxDepth = 1.0f;
-    vp.TopLeftX = vp.TopLeftY = 0.0f;
+    vp.TopLeftX = vp.TopLeftY = 0;
     ctx->RSSetViewports(1, &vp);
 
     // Bind shader and vertex buffers
@@ -351,7 +350,8 @@ bool    ImGui_ImplDX11_CreateDeviceObjects()
             return false;
 
         // Create the input layout
-        D3D11_INPUT_ELEMENT_DESC local_layout[] = {
+        D3D11_INPUT_ELEMENT_DESC local_layout[] = 
+        {
             { "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 },