imgui_impl_dx11.cpp 18 KB

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  1. // ImGui Win32 + DirectX11 binding
  2. // https://github.com/ocornut/imgui
  3. #include <imgui.h>
  4. #include "imgui_impl_dx11.h"
  5. // DirectX
  6. #include <d3d11.h>
  7. #include <d3dcompiler.h>
  8. #define DIRECTINPUT_VERSION 0x0800
  9. #include <dinput.h>
  10. // Data
  11. static INT64 g_Time = 0;
  12. static INT64 g_TicksPerSecond = 0;
  13. static HWND g_hWnd = 0;
  14. static ID3D11Device* g_pd3dDevice = NULL;
  15. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  16. static ID3D11Buffer* g_pVB = NULL;
  17. static ID3D11Buffer* g_pIB = NULL;
  18. static ID3D10Blob * g_pVertexShaderBlob = NULL;
  19. static ID3D11VertexShader* g_pVertexShader = NULL;
  20. static ID3D11InputLayout* g_pInputLayout = NULL;
  21. static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
  22. static ID3D10Blob * g_pPixelShaderBlob = NULL;
  23. static ID3D11PixelShader* g_pPixelShader = NULL;
  24. static ID3D11SamplerState* g_pFontSampler = NULL;
  25. static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
  26. static ID3D11BlendState* g_blendState = NULL;
  27. static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make buffers smaller and grow dynamically as needed.
  28. static int INDEX_BUFFER_SIZE = 30000; // TODO: Make buffers smaller and grow dynamically as needed.
  29. struct VERTEX_CONSTANT_BUFFER
  30. {
  31. float mvp[4][4];
  32. };
  33. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  34. // If text or lines are blurry when integrating ImGui in your engine:
  35. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  36. static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  37. {
  38. // Copy and convert all vertices into a single contiguous buffer
  39. D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
  40. if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
  41. return;
  42. if (g_pd3dDeviceContext->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
  43. return;
  44. ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
  45. ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
  46. for (int n = 0; n < cmd_lists_count; n++)
  47. {
  48. const ImDrawList* cmd_list = cmd_lists[n];
  49. memcpy(vtx_dst, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
  50. memcpy(idx_dst, &cmd_list->idx_buffer[0], cmd_list->idx_buffer.size() * sizeof(ImDrawIdx));
  51. vtx_dst += cmd_list->vtx_buffer.size();
  52. idx_dst += cmd_list->idx_buffer.size();
  53. }
  54. g_pd3dDeviceContext->Unmap(g_pVB, 0);
  55. g_pd3dDeviceContext->Unmap(g_pIB, 0);
  56. // Setup orthographic projection matrix into our constant buffer
  57. {
  58. D3D11_MAPPED_SUBRESOURCE mappedResource;
  59. if (g_pd3dDeviceContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
  60. return;
  61. VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
  62. const float L = 0.0f;
  63. const float R = ImGui::GetIO().DisplaySize.x;
  64. const float B = ImGui::GetIO().DisplaySize.y;
  65. const float T = 0.0f;
  66. const float mvp[4][4] =
  67. {
  68. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
  69. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
  70. { 0.0f, 0.0f, 0.5f, 0.0f },
  71. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  72. };
  73. memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
  74. g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
  75. }
  76. // Setup viewport
  77. {
  78. D3D11_VIEWPORT vp;
  79. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  80. vp.Width = ImGui::GetIO().DisplaySize.x;
  81. vp.Height = ImGui::GetIO().DisplaySize.y;
  82. vp.MinDepth = 0.0f;
  83. vp.MaxDepth = 1.0f;
  84. vp.TopLeftX = 0;
  85. vp.TopLeftY = 0;
  86. g_pd3dDeviceContext->RSSetViewports(1, &vp);
  87. }
  88. // Bind shader and vertex buffers
  89. unsigned int stride = sizeof(ImDrawVert);
  90. unsigned int offset = 0;
  91. g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
  92. g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  93. g_pd3dDeviceContext->IASetIndexBuffer(g_pIB, DXGI_FORMAT_R16_UINT, 0);
  94. g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  95. g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
  96. g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  97. g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0);
  98. g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler);
  99. // Setup render state
  100. const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
  101. g_pd3dDeviceContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
  102. // Render command lists
  103. int vtx_offset = 0;
  104. int idx_offset = 0;
  105. for (int n = 0; n < cmd_lists_count; n++)
  106. {
  107. const ImDrawList* cmd_list = cmd_lists[n];
  108. for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
  109. {
  110. const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
  111. if (pcmd->user_callback)
  112. {
  113. pcmd->user_callback(cmd_list, pcmd);
  114. }
  115. else
  116. {
  117. const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
  118. g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
  119. g_pd3dDeviceContext->RSSetScissorRects(1, &r);
  120. g_pd3dDeviceContext->DrawIndexed(pcmd->idx_count, idx_offset, vtx_offset);
  121. }
  122. idx_offset += pcmd->idx_count;
  123. }
  124. vtx_offset += cmd_list->vtx_buffer.size();
  125. }
  126. // Restore modified state
  127. g_pd3dDeviceContext->IASetInputLayout(NULL);
  128. g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0);
  129. g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
  130. }
  131. LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
  132. {
  133. ImGuiIO& io = ImGui::GetIO();
  134. switch (msg)
  135. {
  136. case WM_LBUTTONDOWN:
  137. io.MouseDown[0] = true;
  138. return true;
  139. case WM_LBUTTONUP:
  140. io.MouseDown[0] = false;
  141. return true;
  142. case WM_RBUTTONDOWN:
  143. io.MouseDown[1] = true;
  144. return true;
  145. case WM_RBUTTONUP:
  146. io.MouseDown[1] = false;
  147. return true;
  148. case WM_MOUSEWHEEL:
  149. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  150. return true;
  151. case WM_MOUSEMOVE:
  152. io.MousePos.x = (signed short)(lParam);
  153. io.MousePos.y = (signed short)(lParam >> 16);
  154. return true;
  155. case WM_KEYDOWN:
  156. if (wParam < 256)
  157. io.KeysDown[wParam] = 1;
  158. return true;
  159. case WM_KEYUP:
  160. if (wParam < 256)
  161. io.KeysDown[wParam] = 0;
  162. return true;
  163. case WM_CHAR:
  164. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  165. if (wParam > 0 && wParam < 0x10000)
  166. io.AddInputCharacter((unsigned short)wParam);
  167. return true;
  168. }
  169. return 0;
  170. }
  171. static void ImGui_ImplDX11_CreateFontsTexture()
  172. {
  173. ImGuiIO& io = ImGui::GetIO();
  174. // Build
  175. unsigned char* pixels;
  176. int width, height;
  177. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  178. // Create DX11 texture
  179. {
  180. D3D11_TEXTURE2D_DESC texDesc;
  181. ZeroMemory(&texDesc, sizeof(texDesc));
  182. texDesc.Width = width;
  183. texDesc.Height = height;
  184. texDesc.MipLevels = 1;
  185. texDesc.ArraySize = 1;
  186. texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  187. texDesc.SampleDesc.Count = 1;
  188. texDesc.Usage = D3D11_USAGE_DEFAULT;
  189. texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  190. texDesc.CPUAccessFlags = 0;
  191. ID3D11Texture2D *pTexture = NULL;
  192. D3D11_SUBRESOURCE_DATA subResource;
  193. subResource.pSysMem = pixels;
  194. subResource.SysMemPitch = texDesc.Width * 4;
  195. subResource.SysMemSlicePitch = 0;
  196. g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
  197. // Create texture view
  198. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  199. ZeroMemory(&srvDesc, sizeof(srvDesc));
  200. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  201. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  202. srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
  203. srvDesc.Texture2D.MostDetailedMip = 0;
  204. g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
  205. pTexture->Release();
  206. }
  207. // Store our identifier
  208. io.Fonts->TexID = (void *)g_pFontTextureView;
  209. // Create texture sampler
  210. {
  211. D3D11_SAMPLER_DESC samplerDesc;
  212. ZeroMemory(&samplerDesc, sizeof(samplerDesc));
  213. samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  214. samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  215. samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  216. samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  217. samplerDesc.MipLODBias = 0.f;
  218. samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  219. samplerDesc.MinLOD = 0.f;
  220. samplerDesc.MaxLOD = 0.f;
  221. g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
  222. }
  223. }
  224. bool ImGui_ImplDX11_CreateDeviceObjects()
  225. {
  226. if (!g_pd3dDevice)
  227. return false;
  228. if (g_pVB)
  229. ImGui_ImplDX11_InvalidateDeviceObjects();
  230. // Create the vertex shader
  231. {
  232. static const char* vertexShader =
  233. "cbuffer vertexBuffer : register(c0) \
  234. {\
  235. float4x4 ProjectionMatrix; \
  236. };\
  237. struct VS_INPUT\
  238. {\
  239. float2 pos : POSITION;\
  240. float4 col : COLOR0;\
  241. float2 uv : TEXCOORD0;\
  242. };\
  243. \
  244. struct PS_INPUT\
  245. {\
  246. float4 pos : SV_POSITION;\
  247. float4 col : COLOR0;\
  248. float2 uv : TEXCOORD0;\
  249. };\
  250. \
  251. PS_INPUT main(VS_INPUT input)\
  252. {\
  253. PS_INPUT output;\
  254. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  255. output.col = input.col;\
  256. output.uv = input.uv;\
  257. return output;\
  258. }";
  259. D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
  260. if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  261. return false;
  262. if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
  263. return false;
  264. // Create the input layout
  265. D3D11_INPUT_ELEMENT_DESC localLayout[] = {
  266. { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  267. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  268. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  269. };
  270. if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  271. return false;
  272. // Create the constant buffer
  273. {
  274. D3D11_BUFFER_DESC cbDesc;
  275. cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  276. cbDesc.Usage = D3D11_USAGE_DYNAMIC;
  277. cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  278. cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  279. cbDesc.MiscFlags = 0;
  280. g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
  281. }
  282. }
  283. // Create the pixel shader
  284. {
  285. static const char* pixelShader =
  286. "struct PS_INPUT\
  287. {\
  288. float4 pos : SV_POSITION;\
  289. float4 col : COLOR0;\
  290. float2 uv : TEXCOORD0;\
  291. };\
  292. sampler sampler0;\
  293. Texture2D texture0;\
  294. \
  295. float4 main(PS_INPUT input) : SV_Target\
  296. {\
  297. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  298. return out_col; \
  299. }";
  300. D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
  301. if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  302. return false;
  303. if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
  304. return false;
  305. }
  306. // Create the blending setup
  307. {
  308. D3D11_BLEND_DESC desc;
  309. ZeroMemory(&desc, sizeof(desc));
  310. desc.AlphaToCoverageEnable = false;
  311. desc.RenderTarget[0].BlendEnable = true;
  312. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  313. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  314. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  315. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  316. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  317. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  318. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  319. g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
  320. }
  321. // Create the vertex buffer
  322. {
  323. D3D11_BUFFER_DESC bufferDesc;
  324. memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
  325. bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
  326. bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert);
  327. bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  328. bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  329. if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
  330. return false;
  331. }
  332. // Create the index buffer
  333. {
  334. D3D11_BUFFER_DESC bufferDesc;
  335. memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
  336. bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
  337. bufferDesc.ByteWidth = INDEX_BUFFER_SIZE * sizeof(ImDrawIdx);
  338. bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  339. bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  340. if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
  341. return false;
  342. }
  343. ImGui_ImplDX11_CreateFontsTexture();
  344. return true;
  345. }
  346. void ImGui_ImplDX11_InvalidateDeviceObjects()
  347. {
  348. if (!g_pd3dDevice)
  349. return;
  350. if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
  351. if (g_pFontTextureView) { g_pFontTextureView->Release(); ImGui::GetIO().Fonts->TexID = 0; }
  352. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  353. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  354. if (g_blendState) { g_blendState->Release(); g_blendState = NULL; }
  355. if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
  356. if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
  357. if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
  358. if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
  359. if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
  360. if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
  361. }
  362. bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
  363. {
  364. g_hWnd = (HWND)hwnd;
  365. g_pd3dDevice = device;
  366. g_pd3dDeviceContext = device_context;
  367. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
  368. return false;
  369. if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
  370. return false;
  371. ImGuiIO& io = ImGui::GetIO();
  372. 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.
  373. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  374. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  375. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  376. io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
  377. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  378. io.KeyMap[ImGuiKey_End] = VK_END;
  379. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  380. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  381. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  382. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  383. io.KeyMap[ImGuiKey_A] = 'A';
  384. io.KeyMap[ImGuiKey_C] = 'C';
  385. io.KeyMap[ImGuiKey_V] = 'V';
  386. io.KeyMap[ImGuiKey_X] = 'X';
  387. io.KeyMap[ImGuiKey_Y] = 'Y';
  388. io.KeyMap[ImGuiKey_Z] = 'Z';
  389. io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists;
  390. io.ImeWindowHandle = g_hWnd;
  391. return true;
  392. }
  393. void ImGui_ImplDX11_Shutdown()
  394. {
  395. ImGui_ImplDX11_InvalidateDeviceObjects();
  396. ImGui::Shutdown();
  397. g_pd3dDevice = NULL;
  398. g_pd3dDeviceContext = NULL;
  399. g_hWnd = (HWND)0;
  400. }
  401. void ImGui_ImplDX11_NewFrame()
  402. {
  403. if (!g_pVB)
  404. ImGui_ImplDX11_CreateDeviceObjects();
  405. ImGuiIO& io = ImGui::GetIO();
  406. // Setup display size (every frame to accommodate for window resizing)
  407. RECT rect;
  408. GetClientRect(g_hWnd, &rect);
  409. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  410. // Setup time step
  411. INT64 current_time;
  412. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  413. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  414. g_Time = current_time;
  415. // Read keyboard modifiers inputs
  416. io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
  417. io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  418. io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
  419. // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
  420. // io.MousePos : filled by WM_MOUSEMOVE events
  421. // io.MouseDown : filled by WM_*BUTTON* events
  422. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  423. // Start the frame
  424. ImGui::NewFrame();
  425. }