imgui_impl_dx11.cpp 17 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 ID3D10Blob * g_pVertexShaderBlob = NULL;
  18. static ID3D11VertexShader* g_pVertexShader = NULL;
  19. static ID3D11InputLayout* g_pInputLayout = NULL;
  20. static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
  21. static ID3D10Blob * g_pPixelShaderBlob = NULL;
  22. static ID3D11PixelShader* g_pPixelShader = NULL;
  23. static ID3D11SamplerState* g_pFontSampler = NULL;
  24. static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
  25. static ID3D11BlendState* g_blendState = NULL;
  26. struct CUSTOMVERTEX
  27. {
  28. float pos[2];
  29. float uv[2];
  30. unsigned int col;
  31. };
  32. struct VERTEX_CONSTANT_BUFFER
  33. {
  34. float mvp[4][4];
  35. };
  36. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  37. // If text or lines are blurry when integrating ImGui in your engine:
  38. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  39. static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  40. {
  41. // Copy and convert all vertices into a single contiguous buffer
  42. D3D11_MAPPED_SUBRESOURCE mappedResource;
  43. if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
  44. return;
  45. CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
  46. for (int n = 0; n < cmd_lists_count; n++)
  47. {
  48. const ImDrawList* cmd_list = cmd_lists[n];
  49. const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
  50. for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
  51. {
  52. vtx_dst->pos[0] = vtx_src->pos.x;
  53. vtx_dst->pos[1] = vtx_src->pos.y;
  54. vtx_dst->uv[0] = vtx_src->uv.x;
  55. vtx_dst->uv[1] = vtx_src->uv.y;
  56. vtx_dst->col = vtx_src->col;
  57. vtx_dst++;
  58. vtx_src++;
  59. }
  60. }
  61. g_pd3dDeviceContext->Unmap(g_pVB, 0);
  62. // Setup orthographic projection matrix into our constant buffer
  63. {
  64. D3D11_MAPPED_SUBRESOURCE mappedResource;
  65. if (g_pd3dDeviceContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
  66. return;
  67. VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
  68. const float L = 0.0f;
  69. const float R = ImGui::GetIO().DisplaySize.x;
  70. const float B = ImGui::GetIO().DisplaySize.y;
  71. const float T = 0.0f;
  72. const float mvp[4][4] =
  73. {
  74. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
  75. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
  76. { 0.0f, 0.0f, 0.5f, 0.0f },
  77. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  78. };
  79. memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
  80. g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
  81. }
  82. // Setup viewport
  83. {
  84. D3D11_VIEWPORT vp;
  85. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  86. vp.Width = ImGui::GetIO().DisplaySize.x;
  87. vp.Height = ImGui::GetIO().DisplaySize.y;
  88. vp.MinDepth = 0.0f;
  89. vp.MaxDepth = 1.0f;
  90. vp.TopLeftX = 0;
  91. vp.TopLeftY = 0;
  92. g_pd3dDeviceContext->RSSetViewports(1, &vp);
  93. }
  94. // Bind shader and vertex buffers
  95. unsigned int stride = sizeof(CUSTOMVERTEX);
  96. unsigned int offset = 0;
  97. g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
  98. g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  99. g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  100. g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
  101. g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  102. g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0);
  103. g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler);
  104. // Setup render state
  105. const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
  106. g_pd3dDeviceContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
  107. // Render command lists
  108. int vtx_offset = 0;
  109. for (int n = 0; n < cmd_lists_count; n++)
  110. {
  111. const ImDrawList* cmd_list = cmd_lists[n];
  112. for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
  113. {
  114. const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
  115. const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
  116. g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
  117. g_pd3dDeviceContext->RSSetScissorRects(1, &r);
  118. g_pd3dDeviceContext->Draw(pcmd->vtx_count, vtx_offset);
  119. vtx_offset += pcmd->vtx_count;
  120. }
  121. }
  122. // Restore modified state
  123. g_pd3dDeviceContext->IASetInputLayout(NULL);
  124. g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0);
  125. g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
  126. }
  127. LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  128. {
  129. ImGuiIO& io = ImGui::GetIO();
  130. switch (msg)
  131. {
  132. case WM_LBUTTONDOWN:
  133. io.MouseDown[0] = true;
  134. return true;
  135. case WM_LBUTTONUP:
  136. io.MouseDown[0] = false;
  137. return true;
  138. case WM_RBUTTONDOWN:
  139. io.MouseDown[1] = true;
  140. return true;
  141. case WM_RBUTTONUP:
  142. io.MouseDown[1] = false;
  143. return true;
  144. case WM_MOUSEWHEEL:
  145. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  146. return true;
  147. case WM_MOUSEMOVE:
  148. io.MousePos.x = (signed short)(lParam);
  149. io.MousePos.y = (signed short)(lParam >> 16);
  150. return true;
  151. case WM_KEYDOWN:
  152. if (wParam >= 0 && wParam < 256)
  153. io.KeysDown[wParam] = 1;
  154. return true;
  155. case WM_KEYUP:
  156. if (wParam >= 0 && wParam < 256)
  157. io.KeysDown[wParam] = 0;
  158. return true;
  159. case WM_CHAR:
  160. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  161. if (wParam > 0 && wParam < 0x10000)
  162. io.AddInputCharacter((unsigned short)wParam);
  163. return true;
  164. }
  165. return 0;
  166. }
  167. static void ImGui_ImplDX11_InitFontsTexture()
  168. {
  169. ImGuiIO& io = ImGui::GetIO();
  170. // Build
  171. unsigned char* pixels;
  172. int width, height;
  173. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  174. // Create DX11 texture
  175. {
  176. D3D11_TEXTURE2D_DESC texDesc;
  177. ZeroMemory(&texDesc, sizeof(texDesc));
  178. texDesc.Width = width;
  179. texDesc.Height = height;
  180. texDesc.MipLevels = 1;
  181. texDesc.ArraySize = 1;
  182. texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  183. texDesc.SampleDesc.Count = 1;
  184. texDesc.Usage = D3D11_USAGE_DEFAULT;
  185. texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  186. texDesc.CPUAccessFlags = 0;
  187. ID3D11Texture2D *pTexture = NULL;
  188. D3D11_SUBRESOURCE_DATA subResource;
  189. subResource.pSysMem = pixels;
  190. subResource.SysMemPitch = texDesc.Width * 4;
  191. subResource.SysMemSlicePitch = 0;
  192. g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
  193. // Create texture view
  194. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  195. ZeroMemory(&srvDesc, sizeof(srvDesc));
  196. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  197. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  198. srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
  199. srvDesc.Texture2D.MostDetailedMip = 0;
  200. g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
  201. pTexture->Release();
  202. }
  203. // Store our identifier
  204. io.Fonts->TexID = (void *)g_pFontTextureView;
  205. // Create texture sampler
  206. {
  207. D3D11_SAMPLER_DESC samplerDesc;
  208. ZeroMemory(&samplerDesc, sizeof(samplerDesc));
  209. samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  210. samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  211. samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  212. samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  213. samplerDesc.MipLODBias = 0.f;
  214. samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  215. samplerDesc.MinLOD = 0.f;
  216. samplerDesc.MaxLOD = 0.f;
  217. g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
  218. }
  219. }
  220. bool ImGui_ImplDX11_CreateDeviceObjects()
  221. {
  222. if (!g_pd3dDevice)
  223. return false;
  224. if (g_pVB)
  225. ImGui_ImplDX11_InvalidateDeviceObjects();
  226. // Create the vertex shader
  227. {
  228. static const char* vertexShader =
  229. "cbuffer vertexBuffer : register(c0) \
  230. {\
  231. float4x4 ProjectionMatrix; \
  232. };\
  233. struct VS_INPUT\
  234. {\
  235. float2 pos : POSITION;\
  236. float4 col : COLOR0;\
  237. float2 uv : TEXCOORD0;\
  238. };\
  239. \
  240. struct PS_INPUT\
  241. {\
  242. float4 pos : SV_POSITION;\
  243. float4 col : COLOR0;\
  244. float2 uv : TEXCOORD0;\
  245. };\
  246. \
  247. PS_INPUT main(VS_INPUT input)\
  248. {\
  249. PS_INPUT output;\
  250. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  251. output.col = input.col;\
  252. output.uv = input.uv;\
  253. return output;\
  254. }";
  255. D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
  256. 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!
  257. return false;
  258. if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
  259. return false;
  260. // Create the input layout
  261. D3D11_INPUT_ELEMENT_DESC localLayout[] = {
  262. { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  263. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  264. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  265. };
  266. if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  267. return false;
  268. // Create the constant buffer
  269. {
  270. D3D11_BUFFER_DESC cbDesc;
  271. cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  272. cbDesc.Usage = D3D11_USAGE_DYNAMIC;
  273. cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  274. cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  275. cbDesc.MiscFlags = 0;
  276. g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
  277. }
  278. }
  279. // Create the pixel shader
  280. {
  281. static const char* pixelShader =
  282. "struct PS_INPUT\
  283. {\
  284. float4 pos : SV_POSITION;\
  285. float4 col : COLOR0;\
  286. float2 uv : TEXCOORD0;\
  287. };\
  288. sampler sampler0;\
  289. Texture2D texture0;\
  290. \
  291. float4 main(PS_INPUT input) : SV_Target\
  292. {\
  293. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  294. return out_col; \
  295. }";
  296. D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
  297. 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!
  298. return false;
  299. if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
  300. return false;
  301. }
  302. // Create the blending setup
  303. {
  304. D3D11_BLEND_DESC desc;
  305. ZeroMemory(&desc, sizeof(desc));
  306. desc.AlphaToCoverageEnable = false;
  307. desc.RenderTarget[0].BlendEnable = true;
  308. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  309. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  310. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  311. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  312. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  313. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  314. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  315. g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
  316. }
  317. // Create the vertex buffer
  318. {
  319. D3D11_BUFFER_DESC bufferDesc;
  320. memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
  321. bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
  322. bufferDesc.ByteWidth = 100000 * sizeof(CUSTOMVERTEX); // Maybe we should handle that more dynamically?
  323. bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  324. bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  325. bufferDesc.MiscFlags = 0;
  326. if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
  327. return false;
  328. }
  329. ImGui_ImplDX11_InitFontsTexture();
  330. return true;
  331. }
  332. void ImGui_ImplDX11_InvalidateDeviceObjects()
  333. {
  334. if (!g_pd3dDevice)
  335. return;
  336. if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
  337. if (g_pFontTextureView) { g_pFontTextureView->Release(); ImGui::GetIO().Fonts->TexID = 0; }
  338. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  339. if (g_blendState) { g_blendState->Release(); g_blendState = NULL; }
  340. if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
  341. if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
  342. if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
  343. if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
  344. if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
  345. if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
  346. }
  347. bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
  348. {
  349. g_hWnd = (HWND)hwnd;
  350. g_pd3dDevice = device;
  351. g_pd3dDeviceContext = device_context;
  352. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
  353. return false;
  354. if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
  355. return false;
  356. ImGuiIO& io = ImGui::GetIO();
  357. 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.
  358. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  359. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  360. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  361. io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
  362. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  363. io.KeyMap[ImGuiKey_End] = VK_END;
  364. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  365. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  366. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  367. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  368. io.KeyMap[ImGuiKey_A] = 'A';
  369. io.KeyMap[ImGuiKey_C] = 'C';
  370. io.KeyMap[ImGuiKey_V] = 'V';
  371. io.KeyMap[ImGuiKey_X] = 'X';
  372. io.KeyMap[ImGuiKey_Y] = 'Y';
  373. io.KeyMap[ImGuiKey_Z] = 'Z';
  374. io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists;
  375. io.ImeWindowHandle = g_hWnd;
  376. return true;
  377. }
  378. void ImGui_ImplDX11_Shutdown()
  379. {
  380. ImGui_ImplDX11_InvalidateDeviceObjects();
  381. ImGui::Shutdown();
  382. g_pd3dDevice = NULL;
  383. g_pd3dDeviceContext = NULL;
  384. g_hWnd = (HWND)0;
  385. }
  386. void ImGui_ImplDX11_NewFrame()
  387. {
  388. if (!g_pVB)
  389. ImGui_ImplDX11_CreateDeviceObjects();
  390. ImGuiIO& io = ImGui::GetIO();
  391. // Setup display size (every frame to accommodate for window resizing)
  392. RECT rect;
  393. GetClientRect(g_hWnd, &rect);
  394. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  395. // Setup time step
  396. INT64 current_time;
  397. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  398. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  399. g_Time = current_time;
  400. // Read keyboard modifiers inputs
  401. io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
  402. io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  403. // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
  404. // io.MousePos : filled by WM_MOUSEMOVE events
  405. // io.MouseDown : filled by WM_*BUTTON* events
  406. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  407. // Start the frame
  408. ImGui::NewFrame();
  409. }