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