Browse Source

Examples: DirectX12: Merged to new example format, imgui_impl_dx12.cpp contains the DX12 stuff, couple with imgui_impl_win32.cpp

omar 7 years ago
parent
commit
ffda84cfae

+ 4 - 2
examples/directx12_example/directx12_example.vcxproj

@@ -146,13 +146,15 @@
     <ClInclude Include="..\..\imconfig.h" />
     <ClInclude Include="..\..\imgui.h" />
     <ClInclude Include="..\..\imgui_internal.h" />
-    <ClInclude Include="imgui_impl_dx12.h" />
+    <ClInclude Include="..\imgui_impl_dx12.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_dx12.cpp" />
+    <ClCompile Include="..\imgui_impl_dx12.cpp" />
+    <ClCompile Include="..\imgui_impl_win32.cpp" />
     <ClCompile Include="main.cpp" />
   </ItemGroup>
   <ItemGroup>

+ 12 - 6
examples/directx12_example/directx12_example.vcxproj.filters

@@ -15,12 +15,15 @@
     <ClInclude Include="..\..\imgui.h">
       <Filter>imgui</Filter>
     </ClInclude>
-    <ClInclude Include="imgui_impl_dx12.h">
-      <Filter>sources</Filter>
-    </ClInclude>
     <ClInclude Include="..\..\imgui_internal.h">
       <Filter>imgui</Filter>
     </ClInclude>
+    <ClInclude Include="..\imgui_impl_dx12.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_dx12.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_dx12.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\imgui_impl_win32.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
   </ItemGroup>
   <ItemGroup>
     <None Include="..\README.txt" />

+ 7 - 5
examples/directx12_example/main.cpp

@@ -3,7 +3,8 @@
 // FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
 
 #include "imgui.h"
-#include "imgui_impl_dx12.h"
+#include "../imgui_impl_win32.h"
+#include "../imgui_impl_dx12.h"
 #include <d3d12.h>
 #include <dxgi1_4.h>
 #include <tchar.h>
@@ -289,10 +290,9 @@ int main(int, char**)
     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,
-        DXGI_FORMAT_R8G8B8A8_UNORM,
-        g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
-        g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
+    ImGui_ImplWin32_Init(hwnd);
+    ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM,
+                        g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
 
     // Setup style
     ImGui::StyleColorsDark();
@@ -333,6 +333,7 @@ int main(int, char**)
             continue;
         }
         ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
+        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".
@@ -409,6 +410,7 @@ int main(int, char**)
 
     WaitForLastSubmittedFrame();
     ImGui_ImplDX12_Shutdown();
+    ImGui_ImplWin32_Shutdown();
     ImGui::DestroyContext();
     CleanupDeviceD3D();
     UnregisterClass(_T("ImGui Example"), wc.hInstance);

+ 2 - 189
examples/directx12_example/imgui_impl_dx12.cpp → examples/imgui_impl_dx12.cpp

@@ -20,12 +20,6 @@
 #include <d3d12.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;
@@ -221,110 +215,6 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
     }
 }
 
-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();
-    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;
-    case WM_SETCURSOR:
-        if (LOWORD(lParam) == HTCLIENT)
-        {
-            ImGui_ImplWin32_UpdateMouseCursor();
-            return 1;
-        }
-        return 0;
-    }
-    return 0;
-}
-
 static void ImGui_ImplDX12_CreateFontsTexture()
 {
     // Build texture atlas
@@ -690,13 +580,9 @@ void    ImGui_ImplDX12_InvalidateDeviceObjects()
     }
 }
 
-bool    ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
-                            ID3D12Device* device,
-                            DXGI_FORMAT rtv_format,
-                            D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
-                            D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
+bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
+                         D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
 {
-    g_hWnd = (HWND)hwnd;
     g_pd3dDevice = device;
     g_RTVFormat = rtv_format;
     g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
@@ -713,36 +599,6 @@ bool    ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
         g_pFrameResources[i].IndexBufferSize = 10000;
     }
 
-    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;
 }
 
@@ -751,7 +607,6 @@ void ImGui_ImplDX12_Shutdown()
     ImGui_ImplDX12_InvalidateDeviceObjects();
     delete[] g_pFrameResources;
     g_pd3dDevice = NULL;
-    g_hWnd = (HWND)0;
     g_pd3dCommandList = NULL;
     g_hFontSrvCpuDescHandle.ptr = 0;
     g_hFontSrvGpuDescHandle.ptr = 0;
@@ -766,46 +621,4 @@ void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
         ImGui_ImplDX12_CreateDeviceObjects();
 
     g_pd3dCommandList = command_list;
-
-    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);
-    }
-
-    // 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. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
-    ImGui::NewFrame();
 }

+ 7 - 17
examples/directx12_example/imgui_impl_dx12.h → examples/imgui_impl_dx12.h

@@ -19,22 +19,12 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
 // 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,
-                                          DXGI_FORMAT rtv_format,
-                                          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_NewFrame(ID3D12GraphicsCommandList* cmd_list);
-IMGUI_API void        ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
+IMGUI_API bool  ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
+                                    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_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.
-IMGUI_API void        ImGui_ImplDX12_InvalidateDeviceObjects();
-IMGUI_API bool        ImGui_ImplDX12_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);
-*/
+IMGUI_API void  ImGui_ImplDX12_InvalidateDeviceObjects();
+IMGUI_API bool  ImGui_ImplDX12_CreateDeviceObjects();