imgui_impl_dx9.cpp 16 KB

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  1. // ImGui Win32 + DirectX9 binding
  2. // Implemented features:
  3. // [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  4. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  5. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  6. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  7. // https://github.com/ocornut/imgui
  8. // CHANGELOG
  9. // (minor and older changes stripped away, please see git history for details)
  10. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  11. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  12. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  13. #include "imgui.h"
  14. #include "imgui_impl_dx9.h"
  15. // DirectX
  16. #include <d3d9.h>
  17. #define DIRECTINPUT_VERSION 0x0800
  18. #include <dinput.h>
  19. // Data
  20. static HWND g_hWnd = 0;
  21. static INT64 g_Time = 0;
  22. static INT64 g_TicksPerSecond = 0;
  23. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  24. static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
  25. static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
  26. static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
  27. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  28. struct CUSTOMVERTEX
  29. {
  30. float pos[3];
  31. D3DCOLOR col;
  32. float uv[2];
  33. };
  34. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  35. // Render function.
  36. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  37. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  38. {
  39. // Avoid rendering when minimized
  40. ImGuiIO& io = ImGui::GetIO();
  41. if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f)
  42. return;
  43. // Create and grow buffers if needed
  44. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  45. {
  46. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  47. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  48. if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
  49. return;
  50. }
  51. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  52. {
  53. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  54. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  55. if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
  56. return;
  57. }
  58. // Backup the DX9 state
  59. IDirect3DStateBlock9* d3d9_state_block = NULL;
  60. if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
  61. return;
  62. // Copy and convert all vertices into a single contiguous buffer
  63. CUSTOMVERTEX* vtx_dst;
  64. ImDrawIdx* idx_dst;
  65. if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  66. return;
  67. if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  68. return;
  69. for (int n = 0; n < draw_data->CmdListsCount; n++)
  70. {
  71. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  72. const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
  73. for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
  74. {
  75. vtx_dst->pos[0] = vtx_src->pos.x;
  76. vtx_dst->pos[1] = vtx_src->pos.y;
  77. vtx_dst->pos[2] = 0.0f;
  78. vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
  79. vtx_dst->uv[0] = vtx_src->uv.x;
  80. vtx_dst->uv[1] = vtx_src->uv.y;
  81. vtx_dst++;
  82. vtx_src++;
  83. }
  84. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  85. idx_dst += cmd_list->IdxBuffer.Size;
  86. }
  87. g_pVB->Unlock();
  88. g_pIB->Unlock();
  89. g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
  90. g_pd3dDevice->SetIndices(g_pIB);
  91. g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
  92. // Setup viewport
  93. D3DVIEWPORT9 vp;
  94. vp.X = vp.Y = 0;
  95. vp.Width = (DWORD)io.DisplaySize.x;
  96. vp.Height = (DWORD)io.DisplaySize.y;
  97. vp.MinZ = 0.0f;
  98. vp.MaxZ = 1.0f;
  99. g_pd3dDevice->SetViewport(&vp);
  100. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
  101. g_pd3dDevice->SetPixelShader(NULL);
  102. g_pd3dDevice->SetVertexShader(NULL);
  103. g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  104. g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
  105. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  106. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
  107. g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
  108. g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  109. g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  110. g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  111. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
  112. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  113. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  114. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  115. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  116. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  117. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  118. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  119. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  120. // Setup orthographic projection matrix
  121. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  122. {
  123. const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f;
  124. D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } };
  125. D3DMATRIX mat_projection =
  126. {
  127. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  128. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  129. 0.0f, 0.0f, 0.5f, 0.0f,
  130. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
  131. };
  132. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
  133. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
  134. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
  135. }
  136. // Render command lists
  137. int vtx_offset = 0;
  138. int idx_offset = 0;
  139. for (int n = 0; n < draw_data->CmdListsCount; n++)
  140. {
  141. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  142. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  143. {
  144. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  145. if (pcmd->UserCallback)
  146. {
  147. pcmd->UserCallback(cmd_list, pcmd);
  148. }
  149. else
  150. {
  151. const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
  152. g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
  153. g_pd3dDevice->SetScissorRect(&r);
  154. g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
  155. }
  156. idx_offset += pcmd->ElemCount;
  157. }
  158. vtx_offset += cmd_list->VtxBuffer.Size;
  159. }
  160. // Restore the DX9 state
  161. d3d9_state_block->Apply();
  162. d3d9_state_block->Release();
  163. }
  164. // Process Win32 mouse/keyboard inputs.
  165. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  166. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  167. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  168. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  169. // 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.
  170. // 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.
  171. IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  172. {
  173. if (ImGui::GetCurrentContext() == NULL)
  174. return 0;
  175. ImGuiIO& io = ImGui::GetIO();
  176. switch (msg)
  177. {
  178. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  179. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  180. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  181. {
  182. int button = 0;
  183. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
  184. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
  185. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
  186. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  187. ::SetCapture(hwnd);
  188. io.MouseDown[button] = true;
  189. return 0;
  190. }
  191. case WM_LBUTTONUP:
  192. case WM_RBUTTONUP:
  193. case WM_MBUTTONUP:
  194. {
  195. int button = 0;
  196. if (msg == WM_LBUTTONUP) button = 0;
  197. if (msg == WM_RBUTTONUP) button = 1;
  198. if (msg == WM_MBUTTONUP) button = 2;
  199. io.MouseDown[button] = false;
  200. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  201. ::ReleaseCapture();
  202. return 0;
  203. }
  204. case WM_MOUSEWHEEL:
  205. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  206. return 0;
  207. case WM_MOUSEHWHEEL:
  208. io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  209. return 0;
  210. case WM_MOUSEMOVE:
  211. io.MousePos.x = (signed short)(lParam);
  212. io.MousePos.y = (signed short)(lParam >> 16);
  213. return 0;
  214. case WM_KEYDOWN:
  215. case WM_SYSKEYDOWN:
  216. if (wParam < 256)
  217. io.KeysDown[wParam] = 1;
  218. return 0;
  219. case WM_KEYUP:
  220. case WM_SYSKEYUP:
  221. if (wParam < 256)
  222. io.KeysDown[wParam] = 0;
  223. return 0;
  224. case WM_CHAR:
  225. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  226. if (wParam > 0 && wParam < 0x10000)
  227. io.AddInputCharacter((unsigned short)wParam);
  228. return 0;
  229. }
  230. return 0;
  231. }
  232. bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
  233. {
  234. g_hWnd = (HWND)hwnd;
  235. g_pd3dDevice = device;
  236. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
  237. return false;
  238. if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
  239. return false;
  240. ImGuiIO& io = ImGui::GetIO();
  241. 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.
  242. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  243. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  244. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  245. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  246. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  247. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  248. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  249. io.KeyMap[ImGuiKey_End] = VK_END;
  250. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  251. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  252. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  253. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  254. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  255. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  256. io.KeyMap[ImGuiKey_A] = 'A';
  257. io.KeyMap[ImGuiKey_C] = 'C';
  258. io.KeyMap[ImGuiKey_V] = 'V';
  259. io.KeyMap[ImGuiKey_X] = 'X';
  260. io.KeyMap[ImGuiKey_Y] = 'Y';
  261. io.KeyMap[ImGuiKey_Z] = 'Z';
  262. io.ImeWindowHandle = g_hWnd;
  263. return true;
  264. }
  265. void ImGui_ImplDX9_Shutdown()
  266. {
  267. ImGui_ImplDX9_InvalidateDeviceObjects();
  268. g_pd3dDevice = NULL;
  269. g_hWnd = 0;
  270. }
  271. static bool ImGui_ImplDX9_CreateFontsTexture()
  272. {
  273. // Build texture atlas
  274. ImGuiIO& io = ImGui::GetIO();
  275. unsigned char* pixels;
  276. int width, height, bytes_per_pixel;
  277. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  278. // Upload texture to graphics system
  279. g_FontTexture = NULL;
  280. if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
  281. return false;
  282. D3DLOCKED_RECT tex_locked_rect;
  283. if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
  284. return false;
  285. for (int y = 0; y < height; y++)
  286. memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
  287. g_FontTexture->UnlockRect(0);
  288. // Store our identifier
  289. io.Fonts->TexID = (void *)g_FontTexture;
  290. return true;
  291. }
  292. bool ImGui_ImplDX9_CreateDeviceObjects()
  293. {
  294. if (!g_pd3dDevice)
  295. return false;
  296. if (!ImGui_ImplDX9_CreateFontsTexture())
  297. return false;
  298. return true;
  299. }
  300. void ImGui_ImplDX9_InvalidateDeviceObjects()
  301. {
  302. if (!g_pd3dDevice)
  303. return;
  304. if (g_pVB)
  305. {
  306. g_pVB->Release();
  307. g_pVB = NULL;
  308. }
  309. if (g_pIB)
  310. {
  311. g_pIB->Release();
  312. g_pIB = NULL;
  313. }
  314. // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
  315. ImGuiIO& io = ImGui::GetIO();
  316. IM_ASSERT(g_FontTexture == io.Fonts->TexID);
  317. if (g_FontTexture)
  318. g_FontTexture->Release();
  319. g_FontTexture = NULL;
  320. io.Fonts->TexID = NULL;
  321. }
  322. void ImGui_ImplDX9_NewFrame()
  323. {
  324. if (!g_FontTexture)
  325. ImGui_ImplDX9_CreateDeviceObjects();
  326. ImGuiIO& io = ImGui::GetIO();
  327. // Setup display size (every frame to accommodate for window resizing)
  328. RECT rect;
  329. GetClientRect(g_hWnd, &rect);
  330. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  331. // Setup time step
  332. INT64 current_time;
  333. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  334. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  335. g_Time = current_time;
  336. // Read keyboard modifiers inputs
  337. io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
  338. io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  339. io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
  340. io.KeySuper = false;
  341. // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
  342. // io.MousePos : filled by WM_MOUSEMOVE events
  343. // io.MouseDown : filled by WM_*BUTTON* events
  344. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  345. // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
  346. if (io.WantMoveMouse)
  347. {
  348. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  349. ClientToScreen(g_hWnd, &pos);
  350. SetCursorPos(pos.x, pos.y);
  351. }
  352. // Hide OS mouse cursor if ImGui is drawing it
  353. if (io.MouseDrawCursor)
  354. SetCursor(NULL);
  355. // 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.
  356. ImGui::NewFrame();
  357. }