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Examples: DirectX12: Merge, various styling tweaks, update for 1.60 wip, synchronized Win32 features with other examples. (#301)

omar 7 years ago
parent
commit
9be7d048c8

+ 1 - 2
README.md

@@ -123,11 +123,10 @@ Languages: (third-party bindinds)
 - Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs)
 - Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs)
 
 
 Frameworks:
 Frameworks:
-- DirectX 9, DirectX 10, DirectX 11: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- DirectX 9, DirectX 10, DirectX 11, DirectX 12: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
 - OpenGL 2/3 (with GLFW or SDL): [examples/](https://github.com/ocornut/imgui/tree/master/examples)
 - OpenGL 2/3 (with GLFW or SDL): [examples/](https://github.com/ocornut/imgui/tree/master/examples)
 - Vulkan (with GLFW): [examples/](https://github.com/ocornut/imgui/tree/master/examples)
 - Vulkan (with GLFW): [examples/](https://github.com/ocornut/imgui/tree/master/examples)
 - Allegro 5, iOS, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
 - Allegro 5, iOS, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged PR: DirectX12: [#301](https://github.com/ocornut/imgui/pull/301)
 - Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
 - Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
 - Unmerged PR: FreeGlut + OpenGL2: [#801](https://github.com/ocornut/imgui/pull/801)
 - Unmerged PR: FreeGlut + OpenGL2: [#801](https://github.com/ocornut/imgui/pull/801)
 - Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
 - Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)

+ 2 - 2
examples/README.txt

@@ -4,8 +4,8 @@ Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries
 Third party languages and frameworks bindings: 
 Third party languages and frameworks bindings: 
   https://github.com/ocornut/imgui/wiki/Links
   https://github.com/ocornut/imgui/wiki/Links
 (languages: C, C#, ChaiScript, D, Go, Haxe, Odin, Python, Rust, Lua, Pascal)
 (languages: C, C#, ChaiScript, D, Go, Haxe, Odin, Python, Rust, Lua, Pascal)
-(frameworks: DX12, OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, 
- OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.)
+(other frameworks: OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht,
+ Ogre, OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.)
 (extras: RemoteImGui, ImWindow, imgui_wm, etc.)
 (extras: RemoteImGui, ImWindow, imgui_wm, etc.)
 
 
 
 

+ 1 - 1
examples/directx12_example/directx12_example.vcxproj

@@ -21,7 +21,7 @@
   <PropertyGroup Label="Globals">
   <PropertyGroup Label="Globals">
     <ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
     <ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
     <RootNamespace>directx12_example</RootNamespace>
     <RootNamespace>directx12_example</RootNamespace>
-    <WindowsTargetPlatformVersion>10.0.10240.0</WindowsTargetPlatformVersion>
+    <WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
   </PropertyGroup>
   </PropertyGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">

+ 135 - 70
examples/directx12_example/imgui_impl_dx12.cpp

@@ -1,18 +1,43 @@
 // ImGui Win32 + DirectX12 binding
 // ImGui Win32 + DirectX12 binding
-// In this binding, ImTextureID is used to store a 'D3D12_GPU_DESCRIPTOR_HANDLE' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+// Implemented features:
+//  [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
 // https://github.com/ocornut/imgui
 // https://github.com/ocornut/imgui
 
 
-#include <imgui.h>
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2018-02-22: Merged into master with all Win32 code synchronized to other examples.
+
+#include "imgui.h"
 #include "imgui_impl_dx12.h"
 #include "imgui_impl_dx12.h"
 
 
 // DirectX
 // DirectX
 #include <d3d12.h>
 #include <d3d12.h>
 #include <d3dcompiler.h>
 #include <d3dcompiler.h>
 
 
+// Win32 data
+static HWND                         g_hWnd = 0;
+static INT64                        g_Time = 0;
+static INT64                        g_TicksPerSecond = 0;
+static ImGuiMouseCursor             g_LastMouseCursor = ImGuiMouseCursor_Count_;
+
+// DirectX data
+static ID3D12Device*                g_pd3dDevice = NULL;
+static ID3D12GraphicsCommandList*   g_pd3dCommandList = NULL;
+static ID3D10Blob*                  g_pVertexShaderBlob = NULL;
+static ID3D10Blob*                  g_pPixelShaderBlob = NULL;
+static ID3D12RootSignature*         g_pRootSignature = NULL;
+static ID3D12PipelineState*         g_pPipelineState = NULL;
+static DXGI_FORMAT                  g_RTVFormat = DXGI_FORMAT_UNKNOWN;
+static ID3D12Resource*              g_pFontTextureResource = NULL;
+static D3D12_CPU_DESCRIPTOR_HANDLE  g_hFontSrvCpuDescHandle = {};
+static D3D12_GPU_DESCRIPTOR_HANDLE  g_hFontSrvGpuDescHandle = {};
+
 struct FrameResources
 struct FrameResources
 {
 {
     ID3D12Resource* IB;
     ID3D12Resource* IB;
@@ -20,40 +45,21 @@ struct FrameResources
     int VertexBufferSize;
     int VertexBufferSize;
     int IndexBufferSize;
     int IndexBufferSize;
 };
 };
-
-// Data
-static INT64                    g_Time = 0;
-static INT64                    g_TicksPerSecond = 0;
-
-static HWND                     g_hWnd = 0;
-static ID3D12Device*            g_pd3dDevice = NULL;
-static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
-static ID3D10Blob*              g_pVertexShaderBlob = NULL;
-static ID3D10Blob*              g_pPixelShaderBlob = NULL;
-static ID3D12RootSignature*     g_pRootSignature = NULL;
-static ID3D12PipelineState*     g_pPipelineState = NULL;
-static DXGI_FORMAT              g_RTVFormat = DXGI_FORMAT_UNKNOWN;
-static ID3D12Resource*          g_pFontTextureResource = NULL;
-static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
-static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
-
-static FrameResources*          g_pFrameResources = NULL;
-static UINT                     g_numFramesInFlight = 0;
-static UINT                     g_frameIndex = UINT_MAX;
+static FrameResources*              g_pFrameResources = NULL;
+static UINT                         g_numFramesInFlight = 0;
+static UINT                         g_frameIndex = UINT_MAX;
 
 
 struct VERTEX_CONSTANT_BUFFER
 struct VERTEX_CONSTANT_BUFFER
 {
 {
     float        mvp[4][4];
     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)
-void ImGui_ImplDX12_RenderDrawLists(ImDrawData* draw_data)
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
 {
 {
-    // NOTE: I'm assuming that this only get's called once per frame!  If not,
-    // we can't just re-allocate the IB or VB, we'll have to do a proper
-    // allocator.
+    // NOTE: I'm assuming that this only get's called once per frame!
+    // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
     g_frameIndex = g_frameIndex + 1;
     g_frameIndex = g_frameIndex + 1;
     FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
     FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
     ID3D12Resource* g_pVB = frameResources->VB;
     ID3D12Resource* g_pVB = frameResources->VB;
@@ -215,49 +221,106 @@ void ImGui_ImplDX12_RenderDrawLists(ImDrawData* draw_data)
     }
     }
 }
 }
 
 
-IMGUI_API LRESULT ImGui_ImplDX12_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
+static void ImGui_ImplWin32_UpdateMouseCursor()
 {
 {
+    ImGuiIO& io = ImGui::GetIO();
+    ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+    if (imgui_cursor == ImGuiMouseCursor_None)
+    {
+        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+        ::SetCursor(NULL);
+    }
+    else
+    {
+        // Hardware cursor type
+        LPTSTR win32_cursor = IDC_ARROW;
+        switch (imgui_cursor)
+        {
+        case ImGuiMouseCursor_Arrow:        win32_cursor = IDC_ARROW; break;
+        case ImGuiMouseCursor_TextInput:    win32_cursor = IDC_IBEAM; break;
+        case ImGuiMouseCursor_ResizeAll:    win32_cursor = IDC_SIZEALL; break;
+        case ImGuiMouseCursor_ResizeEW:     win32_cursor = IDC_SIZEWE; break;
+        case ImGuiMouseCursor_ResizeNS:     win32_cursor = IDC_SIZENS; break;
+        case ImGuiMouseCursor_ResizeNESW:   win32_cursor = IDC_SIZENESW; break;
+        case ImGuiMouseCursor_ResizeNWSE:   win32_cursor = IDC_SIZENWSE; break;
+        }
+        ::SetCursor(::LoadCursor(NULL, win32_cursor));
+    }
+}
+
+// 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();
     ImGuiIO& io = ImGui::GetIO();
     switch (msg)
     switch (msg)
     {
     {
-    case WM_LBUTTONDOWN:
-        io.MouseDown[0] = true;
-        return true;
+    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_LBUTTONUP:
-        io.MouseDown[0] = false;
-        return true;
-    case WM_RBUTTONDOWN:
-        io.MouseDown[1] = true;
-        return true;
     case WM_RBUTTONUP:
     case WM_RBUTTONUP:
-        io.MouseDown[1] = false;
-        return true;
-    case WM_MBUTTONDOWN:
-        io.MouseDown[2] = true;
-        return true;
     case WM_MBUTTONUP:
     case WM_MBUTTONUP:
-        io.MouseDown[2] = false;
-        return true;
+    {
+        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:
     case WM_MOUSEWHEEL:
         io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
         io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
-        return true;
+        return 0;
+    case WM_MOUSEHWHEEL:
+        io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+        return 0;
     case WM_MOUSEMOVE:
     case WM_MOUSEMOVE:
         io.MousePos.x = (signed short)(lParam);
         io.MousePos.x = (signed short)(lParam);
         io.MousePos.y = (signed short)(lParam >> 16);
         io.MousePos.y = (signed short)(lParam >> 16);
-        return true;
+        return 0;
     case WM_KEYDOWN:
     case WM_KEYDOWN:
+    case WM_SYSKEYDOWN:
         if (wParam < 256)
         if (wParam < 256)
             io.KeysDown[wParam] = 1;
             io.KeysDown[wParam] = 1;
-        return true;
+        return 0;
     case WM_KEYUP:
     case WM_KEYUP:
+    case WM_SYSKEYUP:
         if (wParam < 256)
         if (wParam < 256)
             io.KeysDown[wParam] = 0;
             io.KeysDown[wParam] = 0;
-        return true;
+        return 0;
     case WM_CHAR:
     case WM_CHAR:
         // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
         // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
         if (wParam > 0 && wParam < 0x10000)
         if (wParam > 0 && wParam < 0x10000)
             io.AddInputCharacter((unsigned short)wParam);
             io.AddInputCharacter((unsigned short)wParam);
-        return true;
+        return 0;
+    case WM_SETCURSOR:
+        if (LOWORD(lParam) == HTCLIENT)
+        {
+            ImGui_ImplWin32_UpdateMouseCursor();
+            return 1;
+        }
+        return 0;
     }
     }
     return 0;
     return 0;
 }
 }
@@ -317,16 +380,14 @@ static void ImGui_ImplDX12_CreateFontsTexture()
         ID3D12Resource* uploadBuffer = NULL;
         ID3D12Resource* uploadBuffer = NULL;
         HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
         HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
             D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
             D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
-        assert(SUCCEEDED(hr));
+        IM_ASSERT(SUCCEEDED(hr));
 
 
         void* mapped = NULL;
         void* mapped = NULL;
         D3D12_RANGE range = { 0, uploadSize };
         D3D12_RANGE range = { 0, uploadSize };
         hr = uploadBuffer->Map(0, &range, &mapped);
         hr = uploadBuffer->Map(0, &range, &mapped);
-        assert(SUCCEEDED(hr));
-        for (int y = 0; y < height; ++y)
-        {
+        IM_ASSERT(SUCCEEDED(hr));
+        for (int y = 0; y < height; y++)
             memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
             memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
-        }
         uploadBuffer->Unmap(0, &range);
         uploadBuffer->Unmap(0, &range);
 
 
         D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
         D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
@@ -353,10 +414,10 @@ static void ImGui_ImplDX12_CreateFontsTexture()
 
 
         ID3D12Fence* fence = NULL;
         ID3D12Fence* fence = NULL;
         hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
         hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
-        assert(SUCCEEDED(hr));
+        IM_ASSERT(SUCCEEDED(hr));
 
 
         HANDLE event = CreateEvent(0, 0, 0, 0);
         HANDLE event = CreateEvent(0, 0, 0, 0);
-        assert(event != NULL);
+        IM_ASSERT(event != NULL);
 
 
         D3D12_COMMAND_QUEUE_DESC queueDesc = {};
         D3D12_COMMAND_QUEUE_DESC queueDesc = {};
         queueDesc.Type     = D3D12_COMMAND_LIST_TYPE_DIRECT;
         queueDesc.Type     = D3D12_COMMAND_LIST_TYPE_DIRECT;
@@ -365,25 +426,25 @@ static void ImGui_ImplDX12_CreateFontsTexture()
 
 
         ID3D12CommandQueue* cmdQueue = NULL;
         ID3D12CommandQueue* cmdQueue = NULL;
         hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
         hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
-        assert(SUCCEEDED(hr));
+        IM_ASSERT(SUCCEEDED(hr));
 
 
         ID3D12CommandAllocator* cmdAlloc = NULL;
         ID3D12CommandAllocator* cmdAlloc = NULL;
         hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
         hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
-        assert(SUCCEEDED(hr));
+        IM_ASSERT(SUCCEEDED(hr));
 
 
         ID3D12GraphicsCommandList* cmdList = NULL;
         ID3D12GraphicsCommandList* cmdList = NULL;
         hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
         hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
-        assert(SUCCEEDED(hr));
+        IM_ASSERT(SUCCEEDED(hr));
 
 
         cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
         cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
         cmdList->ResourceBarrier(1, &barrier);
         cmdList->ResourceBarrier(1, &barrier);
 
 
         hr = cmdList->Close();
         hr = cmdList->Close();
-        assert(SUCCEEDED(hr));
+        IM_ASSERT(SUCCEEDED(hr));
 
 
         cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
         cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
         hr = cmdQueue->Signal(fence, 1);
         hr = cmdQueue->Signal(fence, 1);
-        assert(SUCCEEDED(hr));
+        IM_ASSERT(SUCCEEDED(hr));
 
 
         fence->SetEventOnCompletion(1, event);
         fence->SetEventOnCompletion(1, event);
         WaitForSingleObject(event, INFINITE);
         WaitForSingleObject(event, INFINITE);
@@ -622,7 +683,7 @@ void    ImGui_ImplDX12_InvalidateDeviceObjects()
     if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
     if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
     if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
     if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
     if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
     if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
-    for (UINT i = 0; i < g_numFramesInFlight; ++i)
+    for (UINT i = 0; i < g_numFramesInFlight; i++)
     {
     {
         if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
         if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
         if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
         if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
@@ -644,7 +705,7 @@ bool    ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
     g_numFramesInFlight = num_frames_in_flight;
     g_numFramesInFlight = num_frames_in_flight;
     g_frameIndex = UINT_MAX;
     g_frameIndex = UINT_MAX;
 
 
-    for (int i = 0; i < num_frames_in_flight; ++i)
+    for (int i = 0; i < num_frames_in_flight; i++)
     {
     {
         g_pFrameResources[i].IB = NULL;
         g_pFrameResources[i].IB = NULL;
         g_pFrameResources[i].VB = NULL;
         g_pFrameResources[i].VB = NULL;
@@ -667,8 +728,10 @@ bool    ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
     io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
     io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
     io.KeyMap[ImGuiKey_Home] = VK_HOME;
     io.KeyMap[ImGuiKey_Home] = VK_HOME;
     io.KeyMap[ImGuiKey_End] = VK_END;
     io.KeyMap[ImGuiKey_End] = VK_END;
+    io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
     io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
     io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
     io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
     io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+    io.KeyMap[ImGuiKey_Space] = VK_SPACE;
     io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
     io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
     io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
     io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
     io.KeyMap[ImGuiKey_A] = 'A';
     io.KeyMap[ImGuiKey_A] = 'A';
@@ -678,7 +741,6 @@ bool    ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
     io.KeyMap[ImGuiKey_Y] = 'Y';
     io.KeyMap[ImGuiKey_Y] = 'Y';
     io.KeyMap[ImGuiKey_Z] = 'Z';
     io.KeyMap[ImGuiKey_Z] = 'Z';
 
 
-    io.RenderDrawListsFn = ImGui_ImplDX12_RenderDrawLists;  // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
     io.ImeWindowHandle = g_hWnd;
     io.ImeWindowHandle = g_hWnd;
 
 
     return true;
     return true;
@@ -687,7 +749,6 @@ bool    ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
 void ImGui_ImplDX12_Shutdown()
 void ImGui_ImplDX12_Shutdown()
 {
 {
     ImGui_ImplDX12_InvalidateDeviceObjects();
     ImGui_ImplDX12_InvalidateDeviceObjects();
-    ImGui::Shutdown();
     delete[] g_pFrameResources;
     delete[] g_pFrameResources;
     g_pd3dDevice = NULL;
     g_pd3dDevice = NULL;
     g_hWnd = (HWND)0;
     g_hWnd = (HWND)0;
@@ -737,10 +798,14 @@ void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
         SetCursorPos(pos.x, pos.y);
         SetCursorPos(pos.x, pos.y);
     }
     }
 
 
-    // Hide OS mouse cursor if ImGui is drawing it
-    if (io.MouseDrawCursor)
-        SetCursor(NULL);
+    // Update OS mouse cursor with the cursor requested by imgui
+    ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+    if (g_LastMouseCursor != mouse_cursor)
+    {
+        g_LastMouseCursor = mouse_cursor;
+        ImGui_ImplWin32_UpdateMouseCursor();
+    }
 
 
-    // Start the frame
+    // 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();
     ImGui::NewFrame();
 }
 }

+ 14 - 15
examples/directx12_example/imgui_impl_dx12.h

@@ -1,5 +1,8 @@
 // ImGui Win32 + DirectX12 binding
 // ImGui Win32 + DirectX12 binding
-// In this binding, ImTextureID is used to store a 'D3D12_GPU_DESCRIPTOR_HANDLE' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+// Implemented features:
+//  [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
@@ -12,22 +15,18 @@ struct ID3D12GraphicsCommandList;
 struct D3D12_CPU_DESCRIPTOR_HANDLE;
 struct D3D12_CPU_DESCRIPTOR_HANDLE;
 struct D3D12_GPU_DESCRIPTOR_HANDLE;
 struct D3D12_GPU_DESCRIPTOR_HANDLE;
 
 
-// cmdList is the command list that the implementation will use to render the
-// GUI.
-//
-// Before calling ImGui::Render(), caller must prepare cmdList by resetting it
-// and setting the appropriate render target and descriptor heap that contains
-// fontSrvCpuDescHandle/fontSrvGpuDescHandle.
-//
-// fontSrvCpuDescHandle and fontSrvGpuDescHandle are handles to a single SRV
-// descriptor to use for the internal font texture.
-IMGUI_API bool        ImGui_ImplDX12_Init(void* hwnd, int numFramesInFlight,
+// cmd_list is the command list that the implementation will use to render imgui draw lists.
+// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate 
+// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
+// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
+IMGUI_API bool        ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
                                           ID3D12Device* device,
                                           ID3D12Device* device,
                                           DXGI_FORMAT rtv_format,
                                           DXGI_FORMAT rtv_format,
-                                          D3D12_CPU_DESCRIPTOR_HANDLE fontSrvCpuDescHandle,
-                                          D3D12_GPU_DESCRIPTOR_HANDLE fontSrvGpuDescHandle);
+                                          D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
+                                          D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
 IMGUI_API void        ImGui_ImplDX12_Shutdown();
 IMGUI_API void        ImGui_ImplDX12_Shutdown();
-IMGUI_API void        ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmdList);
+IMGUI_API void        ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
+IMGUI_API void        ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
 
 
 // Use if you want to reset your rendering device without losing ImGui state.
 // Use if you want to reset your rendering device without losing ImGui state.
 IMGUI_API void        ImGui_ImplDX12_InvalidateDeviceObjects();
 IMGUI_API void        ImGui_ImplDX12_InvalidateDeviceObjects();
@@ -37,5 +36,5 @@ IMGUI_API bool        ImGui_ImplDX12_CreateDeviceObjects();
 // You may or not need this for your implementation, but it can serve as reference for handling inputs.
 // 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.
 // Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
 /*
 /*
-IMGUI_API LRESULT   ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+IMGUI_API LRESULT   ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
 */
 */

+ 75 - 60
examples/directx12_example/main.cpp

@@ -1,19 +1,19 @@
-// ImGui - standalone example application for DirectX 11
+// ImGui - standalone example application for DirectX 12
 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
 
 
-#include <imgui.h>
+#include "imgui.h"
 #include "imgui_impl_dx12.h"
 #include "imgui_impl_dx12.h"
 #include <d3d12.h>
 #include <d3d12.h>
 #include <dxgi1_4.h>
 #include <dxgi1_4.h>
 #include <tchar.h>
 #include <tchar.h>
 
 
-#define D3D11_CREATE_DEVICE_DEBUG 2
+#define DX12_ENABLE_DEBUG_LAYER     0
 
 
 struct FrameContext
 struct FrameContext
 {
 {
     ID3D12CommandAllocator* CommandAllocator;
     ID3D12CommandAllocator* CommandAllocator;
     UINT64                  FenceValue;
     UINT64                  FenceValue;
-    bool                    FenceSignalled;
 };
 };
 
 
 // Data
 // Data
@@ -29,7 +29,7 @@ static ID3D12CommandQueue*          g_pd3dCommandQueue = NULL;
 static ID3D12GraphicsCommandList*   g_pd3dCommandList = NULL;
 static ID3D12GraphicsCommandList*   g_pd3dCommandList = NULL;
 static ID3D12Fence*                 g_fence = NULL;
 static ID3D12Fence*                 g_fence = NULL;
 static HANDLE                       g_fenceEvent = NULL;
 static HANDLE                       g_fenceEvent = NULL;
-static UINT64                       g_fenceLastSignalledValue = 0;
+static UINT64                       g_fenceLastSignaledValue = 0;
 static IDXGISwapChain3*             g_pSwapChain = NULL;
 static IDXGISwapChain3*             g_pSwapChain = NULL;
 static HANDLE                       g_hSwapChainWaitableObject = NULL;
 static HANDLE                       g_hSwapChainWaitableObject = NULL;
 static ID3D12Resource*              g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
 static ID3D12Resource*              g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
@@ -37,19 +37,11 @@ static D3D12_CPU_DESCRIPTOR_HANDLE  g_mainRenderTargetDescriptor[NUM_BACK_BUFFER
 
 
 void CreateRenderTarget()
 void CreateRenderTarget()
 {
 {
-    DXGI_SWAP_CHAIN_DESC sd;
-    g_pSwapChain->GetDesc(&sd);
-
-    // Create the render target
     ID3D12Resource* pBackBuffer;
     ID3D12Resource* pBackBuffer;
-    D3D12_RENDER_TARGET_VIEW_DESC render_target_view_desc;
-    ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
-    render_target_view_desc.Format = sd.BufferDesc.Format;
-    render_target_view_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
-    for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
+    for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
     {
     {
         g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
         g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
-        g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, g_mainRenderTargetDescriptor[i]);
+        g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
         g_mainRenderTargetResource[i] = pBackBuffer;
         g_mainRenderTargetResource[i] = pBackBuffer;
     }
     }
 }
 }
@@ -60,7 +52,7 @@ void WaitForLastSubmittedFrame()
 
 
     UINT64 fenceValue = frameCtxt->FenceValue;
     UINT64 fenceValue = frameCtxt->FenceValue;
     if (fenceValue == 0)
     if (fenceValue == 0)
-        return; // no fence was signalled
+        return; // No fence was signaled
 
 
     frameCtxt->FenceValue = 0;
     frameCtxt->FenceValue = 0;
     if (g_fence->GetCompletedValue() >= fenceValue)
     if (g_fence->GetCompletedValue() >= fenceValue)
@@ -75,15 +67,12 @@ FrameContext* WaitForNextFrameResources()
     UINT nextFrameIndex = g_frameIndex + 1;
     UINT nextFrameIndex = g_frameIndex + 1;
     g_frameIndex = nextFrameIndex;
     g_frameIndex = nextFrameIndex;
 
 
-    HANDLE waitableObjects[] = {
-        g_hSwapChainWaitableObject,
-        NULL,
-    };
+    HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
     DWORD numWaitableObjects = 1;
     DWORD numWaitableObjects = 1;
 
 
     FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
     FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
     UINT64 fenceValue = frameCtxt->FenceValue;
     UINT64 fenceValue = frameCtxt->FenceValue;
-    if (fenceValue != 0) // means no fence was signalled
+    if (fenceValue != 0) // means no fence was signaled
     {
     {
         frameCtxt->FenceValue = 0;
         frameCtxt->FenceValue = 0;
         g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
         g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
@@ -125,7 +114,7 @@ void CleanupRenderTarget()
 {
 {
     WaitForLastSubmittedFrame();
     WaitForLastSubmittedFrame();
 
 
-    for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
+    for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
         if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
         if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
 }
 }
 
 
@@ -149,11 +138,7 @@ HRESULT CreateDeviceD3D(HWND hWnd)
         sd.Stereo = FALSE;
         sd.Stereo = FALSE;
     }
     }
 
 
-    UINT createDeviceFlags = 0;
-    //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
-    D3D_FEATURE_LEVEL featureLevel;
-    featureLevel = D3D_FEATURE_LEVEL_11_0;
-    if (createDeviceFlags & D3D11_CREATE_DEVICE_DEBUG)
+    if (DX12_ENABLE_DEBUG_LAYER)
     {
     {
         ID3D12Debug* dx12Debug = NULL;
         ID3D12Debug* dx12Debug = NULL;
         if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
         if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
@@ -162,6 +147,8 @@ HRESULT CreateDeviceD3D(HWND hWnd)
             dx12Debug->Release();
             dx12Debug->Release();
         }
         }
     }
     }
+
+    D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
     if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
     if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
         return E_FAIL;
         return E_FAIL;
 
 
@@ -176,7 +163,8 @@ HRESULT CreateDeviceD3D(HWND hWnd)
 
 
         SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
         SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
         D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
         D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
-        for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i) {
+        for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) 
+        {
             g_mainRenderTargetDescriptor[i] = rtvHandle;
             g_mainRenderTargetDescriptor[i] = rtvHandle;
             rtvHandle.ptr += rtvDescriptorSize;
             rtvHandle.ptr += rtvDescriptorSize;
         }
         }
@@ -200,11 +188,9 @@ HRESULT CreateDeviceD3D(HWND hWnd)
             return E_FAIL;
             return E_FAIL;
     }
     }
 
 
-    for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i)
-    {
+    for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
         if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
         if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
             return E_FAIL;
             return E_FAIL;
-    }
 
 
     if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
     if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
         g_pd3dCommandList->Close() != S_OK)
         g_pd3dCommandList->Close() != S_OK)
@@ -240,7 +226,7 @@ void CleanupDeviceD3D()
     CleanupRenderTarget();
     CleanupRenderTarget();
     if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
     if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
     if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
     if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
-    for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i)
+    for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
         if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
         if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
     if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
     if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
     if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
     if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
@@ -251,10 +237,10 @@ void CleanupDeviceD3D()
     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
 }
 }
 
 
-extern LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
 {
 {
-    if (ImGui_ImplDX12_WndProcHandler(hWnd, msg, wParam, lParam))
+    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
         return true;
         return true;
 
 
     switch (msg)
     switch (msg)
@@ -283,7 +269,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
 int main(int, char**)
 int main(int, char**)
 {
 {
     // Create application window
     // Create application window
-    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
+    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
     RegisterClassEx(&wc);
     RegisterClassEx(&wc);
     HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
     HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
 
 
@@ -300,30 +286,46 @@ int main(int, char**)
     UpdateWindow(hwnd);
     UpdateWindow(hwnd);
 
 
     // Setup ImGui binding
     // Setup ImGui binding
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    //io.NavFlags |= ImGuiNavFlags_EnableKeyboard;  // Enable Keyboard Controls
     ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice,
     ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice,
         DXGI_FORMAT_R8G8B8A8_UNORM,
         DXGI_FORMAT_R8G8B8A8_UNORM,
         g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
         g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
         g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
         g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
 
 
+    // Setup style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
     // Load Fonts
     // Load Fonts
-    // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
-    //ImGuiIO& io = ImGui::GetIO();
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'misc/fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     //io.Fonts->AddFontDefault();
     //io.Fonts->AddFontDefault();
-    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
-    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
-    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
-    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
-    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
-
-    bool show_test_window = true;
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    bool show_demo_window = true;
     bool show_another_window = false;
     bool show_another_window = false;
-    ImVec4 clear_col = ImColor(114, 144, 154);
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
 
 
     // Main loop
     // Main loop
     MSG msg;
     MSG msg;
     ZeroMemory(&msg, sizeof(msg));
     ZeroMemory(&msg, sizeof(msg));
     while (msg.message != WM_QUIT)
     while (msg.message != WM_QUIT)
     {
     {
+        // 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.
         if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
         if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
         {
         {
             TranslateMessage(&msg);
             TranslateMessage(&msg);
@@ -332,31 +334,41 @@ int main(int, char**)
         }
         }
         ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
         ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
 
 
-        // 1. Show a simple window
-        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+        // 1. Show a simple window.
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
         {
         {
             static float f = 0.0f;
             static float f = 0.0f;
-            ImGui::Text("Hello, world!");
-            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
-            ImGui::ColorEdit3("clear color", (float*)&clear_col);
-            if (ImGui::Button("Test Window")) show_test_window ^= 1;
-            if (ImGui::Button("Another Window")) show_another_window ^= 1;
+            static int counter = 0;
+            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
         }
         }
 
 
-        // 2. Show another simple window, this time using an explicit Begin/End pair
+        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
         if (show_another_window)
         if (show_another_window)
         {
         {
             ImGui::Begin("Another Window", &show_another_window);
             ImGui::Begin("Another Window", &show_another_window);
             ImGui::Text("Hello from another window!");
             ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
             ImGui::End();
             ImGui::End();
         }
         }
 
 
-        // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
-        if (show_test_window)
+        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+        if (show_demo_window)
         {
         {
-            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);     // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
-            ImGui::ShowTestWindow(&show_test_window);
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::ShowDemoWindow(&show_demo_window);
         }
         }
 
 
         // Rendering
         // Rendering
@@ -374,10 +386,11 @@ int main(int, char**)
 
 
         g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
         g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
         g_pd3dCommandList->ResourceBarrier(1, &barrier);
         g_pd3dCommandList->ResourceBarrier(1, &barrier);
-        g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_col, 0, NULL);
+        g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
         g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
         g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
         g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
         g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
         ImGui::Render();
         ImGui::Render();
+        ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData());
         barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
         barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
         barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PRESENT;
         barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PRESENT;
         g_pd3dCommandList->ResourceBarrier(1, &barrier);
         g_pd3dCommandList->ResourceBarrier(1, &barrier);
@@ -388,13 +401,15 @@ int main(int, char**)
         g_pSwapChain->Present(1, 0); // Present with vsync
         g_pSwapChain->Present(1, 0); // Present with vsync
         //g_pSwapChain->Present(0, 0); // Present without vsync
         //g_pSwapChain->Present(0, 0); // Present without vsync
 
 
-        auto fenceValue = g_fenceLastSignalledValue + 1;
+        UINT64 fenceValue = g_fenceLastSignaledValue + 1;
         g_pd3dCommandQueue->Signal(g_fence, fenceValue);
         g_pd3dCommandQueue->Signal(g_fence, fenceValue);
-        g_fenceLastSignalledValue = fenceValue;
+        g_fenceLastSignaledValue = fenceValue;
         frameCtxt->FenceValue = fenceValue;
         frameCtxt->FenceValue = fenceValue;
     }
     }
 
 
     ImGui_ImplDX12_Shutdown();
     ImGui_ImplDX12_Shutdown();
+    ImGui::DestroyContext();
+
     CleanupDeviceD3D();
     CleanupDeviceD3D();
     UnregisterClass(_T("ImGui Example"), wc.hInstance);
     UnregisterClass(_T("ImGui Example"), wc.hInstance);