diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj index 89f3ae6..0b7bfa6 100644 --- a/examples/directx9_example/directx9_example.vcxproj +++ b/examples/directx9_example/directx9_example.vcxproj @@ -143,14 +143,16 @@ - + + - + + diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj index 89f3ae6..0b7bfa6 100644 --- a/examples/directx9_example/directx9_example.vcxproj +++ b/examples/directx9_example/directx9_example.vcxproj @@ -143,14 +143,16 @@ - + + - + + diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters index 555ef06..2ac28d1 100644 --- a/examples/directx9_example/directx9_example.vcxproj.filters +++ b/examples/directx9_example/directx9_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj index 89f3ae6..0b7bfa6 100644 --- a/examples/directx9_example/directx9_example.vcxproj +++ b/examples/directx9_example/directx9_example.vcxproj @@ -143,14 +143,16 @@ - + + - + + diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters index 555ef06..2ac28d1 100644 --- a/examples/directx9_example/directx9_example.vcxproj.filters +++ b/examples/directx9_example/directx9_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/directx9_example/imgui_impl_dx9.cpp b/examples/directx9_example/imgui_impl_dx9.cpp deleted file mode 100644 index e960b7c..0000000 --- a/examples/directx9_example/imgui_impl_dx9.cpp +++ /dev/null @@ -1,396 +0,0 @@ -// ImGui Win32 + DirectX9 binding - -// Implemented features: -// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. - -#include "imgui.h" -#include "imgui_impl_dx9.h" - -// DirectX -#include -#define DIRECTINPUT_VERSION 0x0800 -#include - -// Data -static HWND g_hWnd = 0; -static INT64 g_Time = 0; -static INT64 g_TicksPerSecond = 0; -static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; -static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; -static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; -static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; - -struct CUSTOMVERTEX -{ - float pos[3]; - D3DCOLOR col; - float uv[2]; -}; -#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) - -// Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized - ImGuiIO& io = ImGui::GetIO(); - if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f) - return; - - // Create and grow buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) - { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; - if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) - return; - } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) - { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; - 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) - return; - } - - // Backup the DX9 state - IDirect3DStateBlock9* d3d9_state_block = NULL; - if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) - return; - - // Copy and convert all vertices into a single contiguous buffer - CUSTOMVERTEX* vtx_dst; - ImDrawIdx* idx_dst; - if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) - return; - if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) - return; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; - for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) - { - vtx_dst->pos[0] = vtx_src->pos.x; - vtx_dst->pos[1] = vtx_src->pos.y; - vtx_dst->pos[2] = 0.0f; - vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 - vtx_dst->uv[0] = vtx_src->uv.x; - vtx_dst->uv[1] = vtx_src->uv.y; - vtx_dst++; - vtx_src++; - } - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - idx_dst += cmd_list->IdxBuffer.Size; - } - g_pVB->Unlock(); - g_pIB->Unlock(); - g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); - g_pd3dDevice->SetIndices(g_pIB); - g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); - - // Setup viewport - D3DVIEWPORT9 vp; - vp.X = vp.Y = 0; - vp.Width = (DWORD)io.DisplaySize.x; - vp.Height = (DWORD)io.DisplaySize.y; - vp.MinZ = 0.0f; - vp.MaxZ = 1.0f; - g_pd3dDevice->SetViewport(&vp); - - // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing - g_pd3dDevice->SetPixelShader(NULL); - g_pd3dDevice->SetVertexShader(NULL); - g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); - g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); - g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); - - // Setup orthographic projection matrix - // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() - { - const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f; - 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 } }; - D3DMATRIX mat_projection = - { - 2.0f/(R-L), 0.0f, 0.0f, 0.0f, - 0.0f, 2.0f/(T-B), 0.0f, 0.0f, - 0.0f, 0.0f, 0.5f, 0.0f, - (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f, - }; - g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); - } - - // Render command lists - int vtx_offset = 0; - int idx_offset = 0; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; - g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId); - g_pd3dDevice->SetScissorRect(&r); - g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); - } - idx_offset += pcmd->ElemCount; - } - vtx_offset += cmd_list->VtxBuffer.Size; - } - - // Restore the DX9 state - d3d9_state_block->Apply(); - d3d9_state_block->Release(); -} - -// 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; - } - return 0; -} - -bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) -{ - g_hWnd = (HWND)hwnd; - g_pd3dDevice = device; - - 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; -} - -void ImGui_ImplDX9_Shutdown() -{ - ImGui_ImplDX9_InvalidateDeviceObjects(); - g_pd3dDevice = NULL; - g_hWnd = 0; -} - -static bool ImGui_ImplDX9_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height, bytes_per_pixel; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); - - // Upload texture to graphics system - g_FontTexture = NULL; - if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) - return false; - D3DLOCKED_RECT tex_locked_rect; - if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) - return false; - for (int y = 0; y < height; y++) - memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); - g_FontTexture->UnlockRect(0); - - // Store our identifier - io.Fonts->TexID = (void *)g_FontTexture; - - return true; -} - -bool ImGui_ImplDX9_CreateDeviceObjects() -{ - if (!g_pd3dDevice) - return false; - if (!ImGui_ImplDX9_CreateFontsTexture()) - return false; - return true; -} - -void ImGui_ImplDX9_InvalidateDeviceObjects() -{ - if (!g_pd3dDevice) - return; - if (g_pVB) - { - g_pVB->Release(); - g_pVB = NULL; - } - if (g_pIB) - { - g_pIB->Release(); - g_pIB = NULL; - } - - // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(g_FontTexture == io.Fonts->TexID); - if (g_FontTexture) - g_FontTexture->Release(); - g_FontTexture = NULL; - io.Fonts->TexID = NULL; -} - -void ImGui_ImplDX9_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplDX9_CreateDeviceObjects(); - - 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 *)¤t_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); - } - - // Hide OS mouse cursor if ImGui is drawing it - if (io.MouseDrawCursor) - SetCursor(NULL); - - // 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(); -} diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj index 89f3ae6..0b7bfa6 100644 --- a/examples/directx9_example/directx9_example.vcxproj +++ b/examples/directx9_example/directx9_example.vcxproj @@ -143,14 +143,16 @@ - + + - + + diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters index 555ef06..2ac28d1 100644 --- a/examples/directx9_example/directx9_example.vcxproj.filters +++ b/examples/directx9_example/directx9_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/directx9_example/imgui_impl_dx9.cpp b/examples/directx9_example/imgui_impl_dx9.cpp deleted file mode 100644 index e960b7c..0000000 --- a/examples/directx9_example/imgui_impl_dx9.cpp +++ /dev/null @@ -1,396 +0,0 @@ -// ImGui Win32 + DirectX9 binding - -// Implemented features: -// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. - -#include "imgui.h" -#include "imgui_impl_dx9.h" - -// DirectX -#include -#define DIRECTINPUT_VERSION 0x0800 -#include - -// Data -static HWND g_hWnd = 0; -static INT64 g_Time = 0; -static INT64 g_TicksPerSecond = 0; -static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; -static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; -static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; -static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; - -struct CUSTOMVERTEX -{ - float pos[3]; - D3DCOLOR col; - float uv[2]; -}; -#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) - -// Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized - ImGuiIO& io = ImGui::GetIO(); - if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f) - return; - - // Create and grow buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) - { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; - if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) - return; - } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) - { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; - 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) - return; - } - - // Backup the DX9 state - IDirect3DStateBlock9* d3d9_state_block = NULL; - if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) - return; - - // Copy and convert all vertices into a single contiguous buffer - CUSTOMVERTEX* vtx_dst; - ImDrawIdx* idx_dst; - if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) - return; - if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) - return; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; - for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) - { - vtx_dst->pos[0] = vtx_src->pos.x; - vtx_dst->pos[1] = vtx_src->pos.y; - vtx_dst->pos[2] = 0.0f; - vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 - vtx_dst->uv[0] = vtx_src->uv.x; - vtx_dst->uv[1] = vtx_src->uv.y; - vtx_dst++; - vtx_src++; - } - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - idx_dst += cmd_list->IdxBuffer.Size; - } - g_pVB->Unlock(); - g_pIB->Unlock(); - g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); - g_pd3dDevice->SetIndices(g_pIB); - g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); - - // Setup viewport - D3DVIEWPORT9 vp; - vp.X = vp.Y = 0; - vp.Width = (DWORD)io.DisplaySize.x; - vp.Height = (DWORD)io.DisplaySize.y; - vp.MinZ = 0.0f; - vp.MaxZ = 1.0f; - g_pd3dDevice->SetViewport(&vp); - - // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing - g_pd3dDevice->SetPixelShader(NULL); - g_pd3dDevice->SetVertexShader(NULL); - g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); - g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); - g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); - - // Setup orthographic projection matrix - // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() - { - const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f; - 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 } }; - D3DMATRIX mat_projection = - { - 2.0f/(R-L), 0.0f, 0.0f, 0.0f, - 0.0f, 2.0f/(T-B), 0.0f, 0.0f, - 0.0f, 0.0f, 0.5f, 0.0f, - (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f, - }; - g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); - } - - // Render command lists - int vtx_offset = 0; - int idx_offset = 0; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; - g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId); - g_pd3dDevice->SetScissorRect(&r); - g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); - } - idx_offset += pcmd->ElemCount; - } - vtx_offset += cmd_list->VtxBuffer.Size; - } - - // Restore the DX9 state - d3d9_state_block->Apply(); - d3d9_state_block->Release(); -} - -// 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; - } - return 0; -} - -bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) -{ - g_hWnd = (HWND)hwnd; - g_pd3dDevice = device; - - 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; -} - -void ImGui_ImplDX9_Shutdown() -{ - ImGui_ImplDX9_InvalidateDeviceObjects(); - g_pd3dDevice = NULL; - g_hWnd = 0; -} - -static bool ImGui_ImplDX9_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height, bytes_per_pixel; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); - - // Upload texture to graphics system - g_FontTexture = NULL; - if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) - return false; - D3DLOCKED_RECT tex_locked_rect; - if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) - return false; - for (int y = 0; y < height; y++) - memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); - g_FontTexture->UnlockRect(0); - - // Store our identifier - io.Fonts->TexID = (void *)g_FontTexture; - - return true; -} - -bool ImGui_ImplDX9_CreateDeviceObjects() -{ - if (!g_pd3dDevice) - return false; - if (!ImGui_ImplDX9_CreateFontsTexture()) - return false; - return true; -} - -void ImGui_ImplDX9_InvalidateDeviceObjects() -{ - if (!g_pd3dDevice) - return; - if (g_pVB) - { - g_pVB->Release(); - g_pVB = NULL; - } - if (g_pIB) - { - g_pIB->Release(); - g_pIB = NULL; - } - - // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(g_FontTexture == io.Fonts->TexID); - if (g_FontTexture) - g_FontTexture->Release(); - g_FontTexture = NULL; - io.Fonts->TexID = NULL; -} - -void ImGui_ImplDX9_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplDX9_CreateDeviceObjects(); - - 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 *)¤t_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); - } - - // Hide OS mouse cursor if ImGui is drawing it - if (io.MouseDrawCursor) - SetCursor(NULL); - - // 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(); -} diff --git a/examples/directx9_example/imgui_impl_dx9.h b/examples/directx9_example/imgui_impl_dx9.h deleted file mode 100644 index e0ea2de..0000000 --- a/examples/directx9_example/imgui_impl_dx9.h +++ /dev/null @@ -1,27 +0,0 @@ -// ImGui Win32 + DirectX9 binding - -// Implemented features: -// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct IDirect3DDevice9; - -IMGUI_API bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device); -IMGUI_API void ImGui_ImplDX9_Shutdown(); -IMGUI_API void ImGui_ImplDX9_NewFrame(); -IMGUI_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplDX9_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 types. You can copy the extern declaration in your code. -/* -IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -*/ diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj index 89f3ae6..0b7bfa6 100644 --- a/examples/directx9_example/directx9_example.vcxproj +++ b/examples/directx9_example/directx9_example.vcxproj @@ -143,14 +143,16 @@ - + + - + + diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters index 555ef06..2ac28d1 100644 --- a/examples/directx9_example/directx9_example.vcxproj.filters +++ b/examples/directx9_example/directx9_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/directx9_example/imgui_impl_dx9.cpp b/examples/directx9_example/imgui_impl_dx9.cpp deleted file mode 100644 index e960b7c..0000000 --- a/examples/directx9_example/imgui_impl_dx9.cpp +++ /dev/null @@ -1,396 +0,0 @@ -// ImGui Win32 + DirectX9 binding - -// Implemented features: -// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. - -#include "imgui.h" -#include "imgui_impl_dx9.h" - -// DirectX -#include -#define DIRECTINPUT_VERSION 0x0800 -#include - -// Data -static HWND g_hWnd = 0; -static INT64 g_Time = 0; -static INT64 g_TicksPerSecond = 0; -static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; -static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; -static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; -static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; - -struct CUSTOMVERTEX -{ - float pos[3]; - D3DCOLOR col; - float uv[2]; -}; -#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) - -// Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized - ImGuiIO& io = ImGui::GetIO(); - if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f) - return; - - // Create and grow buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) - { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; - if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) - return; - } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) - { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; - 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) - return; - } - - // Backup the DX9 state - IDirect3DStateBlock9* d3d9_state_block = NULL; - if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) - return; - - // Copy and convert all vertices into a single contiguous buffer - CUSTOMVERTEX* vtx_dst; - ImDrawIdx* idx_dst; - if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) - return; - if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) - return; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; - for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) - { - vtx_dst->pos[0] = vtx_src->pos.x; - vtx_dst->pos[1] = vtx_src->pos.y; - vtx_dst->pos[2] = 0.0f; - vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 - vtx_dst->uv[0] = vtx_src->uv.x; - vtx_dst->uv[1] = vtx_src->uv.y; - vtx_dst++; - vtx_src++; - } - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - idx_dst += cmd_list->IdxBuffer.Size; - } - g_pVB->Unlock(); - g_pIB->Unlock(); - g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); - g_pd3dDevice->SetIndices(g_pIB); - g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); - - // Setup viewport - D3DVIEWPORT9 vp; - vp.X = vp.Y = 0; - vp.Width = (DWORD)io.DisplaySize.x; - vp.Height = (DWORD)io.DisplaySize.y; - vp.MinZ = 0.0f; - vp.MaxZ = 1.0f; - g_pd3dDevice->SetViewport(&vp); - - // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing - g_pd3dDevice->SetPixelShader(NULL); - g_pd3dDevice->SetVertexShader(NULL); - g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); - g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); - g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); - - // Setup orthographic projection matrix - // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() - { - const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f; - 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 } }; - D3DMATRIX mat_projection = - { - 2.0f/(R-L), 0.0f, 0.0f, 0.0f, - 0.0f, 2.0f/(T-B), 0.0f, 0.0f, - 0.0f, 0.0f, 0.5f, 0.0f, - (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f, - }; - g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); - } - - // Render command lists - int vtx_offset = 0; - int idx_offset = 0; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; - g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId); - g_pd3dDevice->SetScissorRect(&r); - g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); - } - idx_offset += pcmd->ElemCount; - } - vtx_offset += cmd_list->VtxBuffer.Size; - } - - // Restore the DX9 state - d3d9_state_block->Apply(); - d3d9_state_block->Release(); -} - -// 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; - } - return 0; -} - -bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) -{ - g_hWnd = (HWND)hwnd; - g_pd3dDevice = device; - - 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; -} - -void ImGui_ImplDX9_Shutdown() -{ - ImGui_ImplDX9_InvalidateDeviceObjects(); - g_pd3dDevice = NULL; - g_hWnd = 0; -} - -static bool ImGui_ImplDX9_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height, bytes_per_pixel; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); - - // Upload texture to graphics system - g_FontTexture = NULL; - if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) - return false; - D3DLOCKED_RECT tex_locked_rect; - if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) - return false; - for (int y = 0; y < height; y++) - memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); - g_FontTexture->UnlockRect(0); - - // Store our identifier - io.Fonts->TexID = (void *)g_FontTexture; - - return true; -} - -bool ImGui_ImplDX9_CreateDeviceObjects() -{ - if (!g_pd3dDevice) - return false; - if (!ImGui_ImplDX9_CreateFontsTexture()) - return false; - return true; -} - -void ImGui_ImplDX9_InvalidateDeviceObjects() -{ - if (!g_pd3dDevice) - return; - if (g_pVB) - { - g_pVB->Release(); - g_pVB = NULL; - } - if (g_pIB) - { - g_pIB->Release(); - g_pIB = NULL; - } - - // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(g_FontTexture == io.Fonts->TexID); - if (g_FontTexture) - g_FontTexture->Release(); - g_FontTexture = NULL; - io.Fonts->TexID = NULL; -} - -void ImGui_ImplDX9_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplDX9_CreateDeviceObjects(); - - 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 *)¤t_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); - } - - // Hide OS mouse cursor if ImGui is drawing it - if (io.MouseDrawCursor) - SetCursor(NULL); - - // 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(); -} diff --git a/examples/directx9_example/imgui_impl_dx9.h b/examples/directx9_example/imgui_impl_dx9.h deleted file mode 100644 index e0ea2de..0000000 --- a/examples/directx9_example/imgui_impl_dx9.h +++ /dev/null @@ -1,27 +0,0 @@ -// ImGui Win32 + DirectX9 binding - -// Implemented features: -// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct IDirect3DDevice9; - -IMGUI_API bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device); -IMGUI_API void ImGui_ImplDX9_Shutdown(); -IMGUI_API void ImGui_ImplDX9_NewFrame(); -IMGUI_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplDX9_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 types. You can copy the extern declaration in your code. -/* -IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -*/ diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp index 16482b3..c1e2db9 100644 --- a/examples/directx9_example/main.cpp +++ b/examples/directx9_example/main.cpp @@ -2,7 +2,8 @@ // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. #include "imgui.h" -#include "imgui_impl_dx9.h" +#include "../imgui_impl_dx9.h" +#include "../imgui_impl_win32.h" #include #define DIRECTINPUT_VERSION 0x0800 #include @@ -77,7 +78,8 @@ // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplDX9_Init(hwnd, g_pd3dDevice); + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX9_Init(g_pd3dDevice); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -121,6 +123,7 @@ continue; } ImGui_ImplDX9_NewFrame(); + 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". @@ -184,6 +187,7 @@ } ImGui_ImplDX9_Shutdown(); + ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); if (g_pd3dDevice) g_pd3dDevice->Release(); diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj index 89f3ae6..0b7bfa6 100644 --- a/examples/directx9_example/directx9_example.vcxproj +++ b/examples/directx9_example/directx9_example.vcxproj @@ -143,14 +143,16 @@ - + + - + + diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters index 555ef06..2ac28d1 100644 --- a/examples/directx9_example/directx9_example.vcxproj.filters +++ b/examples/directx9_example/directx9_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/directx9_example/imgui_impl_dx9.cpp b/examples/directx9_example/imgui_impl_dx9.cpp deleted file mode 100644 index e960b7c..0000000 --- a/examples/directx9_example/imgui_impl_dx9.cpp +++ /dev/null @@ -1,396 +0,0 @@ -// ImGui Win32 + DirectX9 binding - -// Implemented features: -// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. - -#include "imgui.h" -#include "imgui_impl_dx9.h" - -// DirectX -#include -#define DIRECTINPUT_VERSION 0x0800 -#include - -// Data -static HWND g_hWnd = 0; -static INT64 g_Time = 0; -static INT64 g_TicksPerSecond = 0; -static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; -static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; -static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; -static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; - -struct CUSTOMVERTEX -{ - float pos[3]; - D3DCOLOR col; - float uv[2]; -}; -#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) - -// Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized - ImGuiIO& io = ImGui::GetIO(); - if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f) - return; - - // Create and grow buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) - { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; - if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) - return; - } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) - { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; - 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) - return; - } - - // Backup the DX9 state - IDirect3DStateBlock9* d3d9_state_block = NULL; - if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) - return; - - // Copy and convert all vertices into a single contiguous buffer - CUSTOMVERTEX* vtx_dst; - ImDrawIdx* idx_dst; - if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) - return; - if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) - return; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; - for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) - { - vtx_dst->pos[0] = vtx_src->pos.x; - vtx_dst->pos[1] = vtx_src->pos.y; - vtx_dst->pos[2] = 0.0f; - vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 - vtx_dst->uv[0] = vtx_src->uv.x; - vtx_dst->uv[1] = vtx_src->uv.y; - vtx_dst++; - vtx_src++; - } - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - idx_dst += cmd_list->IdxBuffer.Size; - } - g_pVB->Unlock(); - g_pIB->Unlock(); - g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); - g_pd3dDevice->SetIndices(g_pIB); - g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); - - // Setup viewport - D3DVIEWPORT9 vp; - vp.X = vp.Y = 0; - vp.Width = (DWORD)io.DisplaySize.x; - vp.Height = (DWORD)io.DisplaySize.y; - vp.MinZ = 0.0f; - vp.MaxZ = 1.0f; - g_pd3dDevice->SetViewport(&vp); - - // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing - g_pd3dDevice->SetPixelShader(NULL); - g_pd3dDevice->SetVertexShader(NULL); - g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); - g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); - g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); - - // Setup orthographic projection matrix - // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() - { - const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f; - 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 } }; - D3DMATRIX mat_projection = - { - 2.0f/(R-L), 0.0f, 0.0f, 0.0f, - 0.0f, 2.0f/(T-B), 0.0f, 0.0f, - 0.0f, 0.0f, 0.5f, 0.0f, - (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f, - }; - g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); - } - - // Render command lists - int vtx_offset = 0; - int idx_offset = 0; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; - g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId); - g_pd3dDevice->SetScissorRect(&r); - g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); - } - idx_offset += pcmd->ElemCount; - } - vtx_offset += cmd_list->VtxBuffer.Size; - } - - // Restore the DX9 state - d3d9_state_block->Apply(); - d3d9_state_block->Release(); -} - -// 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; - } - return 0; -} - -bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) -{ - g_hWnd = (HWND)hwnd; - g_pd3dDevice = device; - - 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; -} - -void ImGui_ImplDX9_Shutdown() -{ - ImGui_ImplDX9_InvalidateDeviceObjects(); - g_pd3dDevice = NULL; - g_hWnd = 0; -} - -static bool ImGui_ImplDX9_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height, bytes_per_pixel; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); - - // Upload texture to graphics system - g_FontTexture = NULL; - if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) - return false; - D3DLOCKED_RECT tex_locked_rect; - if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) - return false; - for (int y = 0; y < height; y++) - memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); - g_FontTexture->UnlockRect(0); - - // Store our identifier - io.Fonts->TexID = (void *)g_FontTexture; - - return true; -} - -bool ImGui_ImplDX9_CreateDeviceObjects() -{ - if (!g_pd3dDevice) - return false; - if (!ImGui_ImplDX9_CreateFontsTexture()) - return false; - return true; -} - -void ImGui_ImplDX9_InvalidateDeviceObjects() -{ - if (!g_pd3dDevice) - return; - if (g_pVB) - { - g_pVB->Release(); - g_pVB = NULL; - } - if (g_pIB) - { - g_pIB->Release(); - g_pIB = NULL; - } - - // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(g_FontTexture == io.Fonts->TexID); - if (g_FontTexture) - g_FontTexture->Release(); - g_FontTexture = NULL; - io.Fonts->TexID = NULL; -} - -void ImGui_ImplDX9_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplDX9_CreateDeviceObjects(); - - 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 *)¤t_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); - } - - // Hide OS mouse cursor if ImGui is drawing it - if (io.MouseDrawCursor) - SetCursor(NULL); - - // 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(); -} diff --git a/examples/directx9_example/imgui_impl_dx9.h b/examples/directx9_example/imgui_impl_dx9.h deleted file mode 100644 index e0ea2de..0000000 --- a/examples/directx9_example/imgui_impl_dx9.h +++ /dev/null @@ -1,27 +0,0 @@ -// ImGui Win32 + DirectX9 binding - -// Implemented features: -// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct IDirect3DDevice9; - -IMGUI_API bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device); -IMGUI_API void ImGui_ImplDX9_Shutdown(); -IMGUI_API void ImGui_ImplDX9_NewFrame(); -IMGUI_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplDX9_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 types. You can copy the extern declaration in your code. -/* -IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -*/ diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp index 16482b3..c1e2db9 100644 --- a/examples/directx9_example/main.cpp +++ b/examples/directx9_example/main.cpp @@ -2,7 +2,8 @@ // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. #include "imgui.h" -#include "imgui_impl_dx9.h" +#include "../imgui_impl_dx9.h" +#include "../imgui_impl_win32.h" #include #define DIRECTINPUT_VERSION 0x0800 #include @@ -77,7 +78,8 @@ // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplDX9_Init(hwnd, g_pd3dDevice); + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX9_Init(g_pd3dDevice); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -121,6 +123,7 @@ continue; } ImGui_ImplDX9_NewFrame(); + 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". @@ -184,6 +187,7 @@ } ImGui_ImplDX9_Shutdown(); + ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); if (g_pd3dDevice) g_pd3dDevice->Release(); diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp new file mode 100644 index 0000000..6e16b5b --- /dev/null +++ b/examples/imgui_impl_dx9.cpp @@ -0,0 +1,252 @@ +// ImGui Win32 + DirectX9 binding + +// Implemented features: +// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. + +#include "imgui.h" +#include "imgui_impl_dx9.h" + +// DirectX +#include +#define DIRECTINPUT_VERSION 0x0800 +#include + +// Data +static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; +static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; +static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; +static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; +static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; + +struct CUSTOMVERTEX +{ + float pos[3]; + D3DCOLOR col; + float uv[2]; +}; +#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) + +// Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + ImGuiIO& io = ImGui::GetIO(); + if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f) + return; + + // Create and grow buffers if needed + if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + { + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) + return; + } + if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + { + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + 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) + return; + } + + // Backup the DX9 state + IDirect3DStateBlock9* d3d9_state_block = NULL; + if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) + return; + + // Copy and convert all vertices into a single contiguous buffer + CUSTOMVERTEX* vtx_dst; + ImDrawIdx* idx_dst; + if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + return; + if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + return; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; + for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) + { + vtx_dst->pos[0] = vtx_src->pos.x; + vtx_dst->pos[1] = vtx_src->pos.y; + vtx_dst->pos[2] = 0.0f; + vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 + vtx_dst->uv[0] = vtx_src->uv.x; + vtx_dst->uv[1] = vtx_src->uv.y; + vtx_dst++; + vtx_src++; + } + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + idx_dst += cmd_list->IdxBuffer.Size; + } + g_pVB->Unlock(); + g_pIB->Unlock(); + g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); + g_pd3dDevice->SetIndices(g_pIB); + g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); + + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)io.DisplaySize.x; + vp.Height = (DWORD)io.DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + g_pd3dDevice->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing + g_pd3dDevice->SetPixelShader(NULL); + g_pd3dDevice->SetVertexShader(NULL); + g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); + g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); + g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + + // Setup orthographic projection matrix + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f; + 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 } }; + D3DMATRIX mat_projection = + { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f, + }; + g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); + g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); + g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); + } + + // Render command lists + int vtx_offset = 0; + int idx_offset = 0; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; + g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId); + g_pd3dDevice->SetScissorRect(&r); + g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); + } + idx_offset += pcmd->ElemCount; + } + vtx_offset += cmd_list->VtxBuffer.Size; + } + + // Restore the DX9 state + d3d9_state_block->Apply(); + d3d9_state_block->Release(); +} + +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +{ + g_pd3dDevice = device; + return true; +} + +void ImGui_ImplDX9_Shutdown() +{ + ImGui_ImplDX9_InvalidateDeviceObjects(); + g_pd3dDevice = NULL; +} + +static bool ImGui_ImplDX9_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height, bytes_per_pixel; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + + // Upload texture to graphics system + g_FontTexture = NULL; + if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) + return false; + D3DLOCKED_RECT tex_locked_rect; + if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) + return false; + for (int y = 0; y < height; y++) + memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); + g_FontTexture->UnlockRect(0); + + // Store our identifier + io.Fonts->TexID = (void *)g_FontTexture; + + return true; +} + +bool ImGui_ImplDX9_CreateDeviceObjects() +{ + if (!g_pd3dDevice) + return false; + if (!ImGui_ImplDX9_CreateFontsTexture()) + return false; + return true; +} + +void ImGui_ImplDX9_InvalidateDeviceObjects() +{ + if (!g_pd3dDevice) + return; + if (g_pVB) + { + g_pVB->Release(); + g_pVB = NULL; + } + if (g_pIB) + { + g_pIB->Release(); + g_pIB = NULL; + } + + // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(g_FontTexture == io.Fonts->TexID); + if (g_FontTexture) + g_FontTexture->Release(); + g_FontTexture = NULL; + io.Fonts->TexID = NULL; +} + +void ImGui_ImplDX9_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplDX9_CreateDeviceObjects(); +} diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj index 89f3ae6..0b7bfa6 100644 --- a/examples/directx9_example/directx9_example.vcxproj +++ b/examples/directx9_example/directx9_example.vcxproj @@ -143,14 +143,16 @@ - + + - + + diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters index 555ef06..2ac28d1 100644 --- a/examples/directx9_example/directx9_example.vcxproj.filters +++ b/examples/directx9_example/directx9_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/directx9_example/imgui_impl_dx9.cpp b/examples/directx9_example/imgui_impl_dx9.cpp deleted file mode 100644 index e960b7c..0000000 --- a/examples/directx9_example/imgui_impl_dx9.cpp +++ /dev/null @@ -1,396 +0,0 @@ -// ImGui Win32 + DirectX9 binding - -// Implemented features: -// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. - -#include "imgui.h" -#include "imgui_impl_dx9.h" - -// DirectX -#include -#define DIRECTINPUT_VERSION 0x0800 -#include - -// Data -static HWND g_hWnd = 0; -static INT64 g_Time = 0; -static INT64 g_TicksPerSecond = 0; -static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; -static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; -static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; -static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; - -struct CUSTOMVERTEX -{ - float pos[3]; - D3DCOLOR col; - float uv[2]; -}; -#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) - -// Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized - ImGuiIO& io = ImGui::GetIO(); - if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f) - return; - - // Create and grow buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) - { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; - if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) - return; - } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) - { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; - 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) - return; - } - - // Backup the DX9 state - IDirect3DStateBlock9* d3d9_state_block = NULL; - if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) - return; - - // Copy and convert all vertices into a single contiguous buffer - CUSTOMVERTEX* vtx_dst; - ImDrawIdx* idx_dst; - if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) - return; - if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) - return; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; - for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) - { - vtx_dst->pos[0] = vtx_src->pos.x; - vtx_dst->pos[1] = vtx_src->pos.y; - vtx_dst->pos[2] = 0.0f; - vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 - vtx_dst->uv[0] = vtx_src->uv.x; - vtx_dst->uv[1] = vtx_src->uv.y; - vtx_dst++; - vtx_src++; - } - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - idx_dst += cmd_list->IdxBuffer.Size; - } - g_pVB->Unlock(); - g_pIB->Unlock(); - g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); - g_pd3dDevice->SetIndices(g_pIB); - g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); - - // Setup viewport - D3DVIEWPORT9 vp; - vp.X = vp.Y = 0; - vp.Width = (DWORD)io.DisplaySize.x; - vp.Height = (DWORD)io.DisplaySize.y; - vp.MinZ = 0.0f; - vp.MaxZ = 1.0f; - g_pd3dDevice->SetViewport(&vp); - - // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing - g_pd3dDevice->SetPixelShader(NULL); - g_pd3dDevice->SetVertexShader(NULL); - g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); - g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); - g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); - - // Setup orthographic projection matrix - // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() - { - const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f; - 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 } }; - D3DMATRIX mat_projection = - { - 2.0f/(R-L), 0.0f, 0.0f, 0.0f, - 0.0f, 2.0f/(T-B), 0.0f, 0.0f, - 0.0f, 0.0f, 0.5f, 0.0f, - (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f, - }; - g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); - } - - // Render command lists - int vtx_offset = 0; - int idx_offset = 0; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; - g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId); - g_pd3dDevice->SetScissorRect(&r); - g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); - } - idx_offset += pcmd->ElemCount; - } - vtx_offset += cmd_list->VtxBuffer.Size; - } - - // Restore the DX9 state - d3d9_state_block->Apply(); - d3d9_state_block->Release(); -} - -// 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; - } - return 0; -} - -bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) -{ - g_hWnd = (HWND)hwnd; - g_pd3dDevice = device; - - 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; -} - -void ImGui_ImplDX9_Shutdown() -{ - ImGui_ImplDX9_InvalidateDeviceObjects(); - g_pd3dDevice = NULL; - g_hWnd = 0; -} - -static bool ImGui_ImplDX9_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height, bytes_per_pixel; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); - - // Upload texture to graphics system - g_FontTexture = NULL; - if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) - return false; - D3DLOCKED_RECT tex_locked_rect; - if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) - return false; - for (int y = 0; y < height; y++) - memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); - g_FontTexture->UnlockRect(0); - - // Store our identifier - io.Fonts->TexID = (void *)g_FontTexture; - - return true; -} - -bool ImGui_ImplDX9_CreateDeviceObjects() -{ - if (!g_pd3dDevice) - return false; - if (!ImGui_ImplDX9_CreateFontsTexture()) - return false; - return true; -} - -void ImGui_ImplDX9_InvalidateDeviceObjects() -{ - if (!g_pd3dDevice) - return; - if (g_pVB) - { - g_pVB->Release(); - g_pVB = NULL; - } - if (g_pIB) - { - g_pIB->Release(); - g_pIB = NULL; - } - - // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(g_FontTexture == io.Fonts->TexID); - if (g_FontTexture) - g_FontTexture->Release(); - g_FontTexture = NULL; - io.Fonts->TexID = NULL; -} - -void ImGui_ImplDX9_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplDX9_CreateDeviceObjects(); - - 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 *)¤t_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); - } - - // Hide OS mouse cursor if ImGui is drawing it - if (io.MouseDrawCursor) - SetCursor(NULL); - - // 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(); -} diff --git a/examples/directx9_example/imgui_impl_dx9.h b/examples/directx9_example/imgui_impl_dx9.h deleted file mode 100644 index e0ea2de..0000000 --- a/examples/directx9_example/imgui_impl_dx9.h +++ /dev/null @@ -1,27 +0,0 @@ -// ImGui Win32 + DirectX9 binding - -// Implemented features: -// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct IDirect3DDevice9; - -IMGUI_API bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device); -IMGUI_API void ImGui_ImplDX9_Shutdown(); -IMGUI_API void ImGui_ImplDX9_NewFrame(); -IMGUI_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplDX9_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 types. You can copy the extern declaration in your code. -/* -IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -*/ diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp index 16482b3..c1e2db9 100644 --- a/examples/directx9_example/main.cpp +++ b/examples/directx9_example/main.cpp @@ -2,7 +2,8 @@ // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. #include "imgui.h" -#include "imgui_impl_dx9.h" +#include "../imgui_impl_dx9.h" +#include "../imgui_impl_win32.h" #include #define DIRECTINPUT_VERSION 0x0800 #include @@ -77,7 +78,8 @@ // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplDX9_Init(hwnd, g_pd3dDevice); + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX9_Init(g_pd3dDevice); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -121,6 +123,7 @@ continue; } ImGui_ImplDX9_NewFrame(); + 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". @@ -184,6 +187,7 @@ } ImGui_ImplDX9_Shutdown(); + ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); if (g_pd3dDevice) g_pd3dDevice->Release(); diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp new file mode 100644 index 0000000..6e16b5b --- /dev/null +++ b/examples/imgui_impl_dx9.cpp @@ -0,0 +1,252 @@ +// ImGui Win32 + DirectX9 binding + +// Implemented features: +// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. + +#include "imgui.h" +#include "imgui_impl_dx9.h" + +// DirectX +#include +#define DIRECTINPUT_VERSION 0x0800 +#include + +// Data +static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; +static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; +static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; +static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; +static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; + +struct CUSTOMVERTEX +{ + float pos[3]; + D3DCOLOR col; + float uv[2]; +}; +#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) + +// Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + ImGuiIO& io = ImGui::GetIO(); + if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f) + return; + + // Create and grow buffers if needed + if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + { + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) + return; + } + if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + { + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + 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) + return; + } + + // Backup the DX9 state + IDirect3DStateBlock9* d3d9_state_block = NULL; + if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) + return; + + // Copy and convert all vertices into a single contiguous buffer + CUSTOMVERTEX* vtx_dst; + ImDrawIdx* idx_dst; + if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + return; + if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + return; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; + for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) + { + vtx_dst->pos[0] = vtx_src->pos.x; + vtx_dst->pos[1] = vtx_src->pos.y; + vtx_dst->pos[2] = 0.0f; + vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 + vtx_dst->uv[0] = vtx_src->uv.x; + vtx_dst->uv[1] = vtx_src->uv.y; + vtx_dst++; + vtx_src++; + } + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + idx_dst += cmd_list->IdxBuffer.Size; + } + g_pVB->Unlock(); + g_pIB->Unlock(); + g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); + g_pd3dDevice->SetIndices(g_pIB); + g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); + + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)io.DisplaySize.x; + vp.Height = (DWORD)io.DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + g_pd3dDevice->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing + g_pd3dDevice->SetPixelShader(NULL); + g_pd3dDevice->SetVertexShader(NULL); + g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); + g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); + g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + + // Setup orthographic projection matrix + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f; + 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 } }; + D3DMATRIX mat_projection = + { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f, + }; + g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); + g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); + g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); + } + + // Render command lists + int vtx_offset = 0; + int idx_offset = 0; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; + g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId); + g_pd3dDevice->SetScissorRect(&r); + g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); + } + idx_offset += pcmd->ElemCount; + } + vtx_offset += cmd_list->VtxBuffer.Size; + } + + // Restore the DX9 state + d3d9_state_block->Apply(); + d3d9_state_block->Release(); +} + +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +{ + g_pd3dDevice = device; + return true; +} + +void ImGui_ImplDX9_Shutdown() +{ + ImGui_ImplDX9_InvalidateDeviceObjects(); + g_pd3dDevice = NULL; +} + +static bool ImGui_ImplDX9_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height, bytes_per_pixel; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + + // Upload texture to graphics system + g_FontTexture = NULL; + if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) + return false; + D3DLOCKED_RECT tex_locked_rect; + if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) + return false; + for (int y = 0; y < height; y++) + memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); + g_FontTexture->UnlockRect(0); + + // Store our identifier + io.Fonts->TexID = (void *)g_FontTexture; + + return true; +} + +bool ImGui_ImplDX9_CreateDeviceObjects() +{ + if (!g_pd3dDevice) + return false; + if (!ImGui_ImplDX9_CreateFontsTexture()) + return false; + return true; +} + +void ImGui_ImplDX9_InvalidateDeviceObjects() +{ + if (!g_pd3dDevice) + return; + if (g_pVB) + { + g_pVB->Release(); + g_pVB = NULL; + } + if (g_pIB) + { + g_pIB->Release(); + g_pIB = NULL; + } + + // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(g_FontTexture == io.Fonts->TexID); + if (g_FontTexture) + g_FontTexture->Release(); + g_FontTexture = NULL; + io.Fonts->TexID = NULL; +} + +void ImGui_ImplDX9_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplDX9_CreateDeviceObjects(); +} diff --git a/examples/imgui_impl_dx9.h b/examples/imgui_impl_dx9.h new file mode 100644 index 0000000..eb52eab --- /dev/null +++ b/examples/imgui_impl_dx9.h @@ -0,0 +1,20 @@ +// ImGui Win32 + DirectX9 binding + +// Implemented features: +// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct IDirect3DDevice9; + +IMGUI_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); +IMGUI_API void ImGui_ImplDX9_Shutdown(); +IMGUI_API void ImGui_ImplDX9_NewFrame(); +IMGUI_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplDX9_CreateDeviceObjects(); diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj index 89f3ae6..0b7bfa6 100644 --- a/examples/directx9_example/directx9_example.vcxproj +++ b/examples/directx9_example/directx9_example.vcxproj @@ -143,14 +143,16 @@ - + + - + + diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters index 555ef06..2ac28d1 100644 --- a/examples/directx9_example/directx9_example.vcxproj.filters +++ b/examples/directx9_example/directx9_example.vcxproj.filters @@ -16,15 +16,18 @@ imgui - - sources - imgui imgui + + sources + + + sources + @@ -33,12 +36,15 @@ imgui - - sources - imgui + + sources + + + sources + diff --git a/examples/directx9_example/imgui_impl_dx9.cpp b/examples/directx9_example/imgui_impl_dx9.cpp deleted file mode 100644 index e960b7c..0000000 --- a/examples/directx9_example/imgui_impl_dx9.cpp +++ /dev/null @@ -1,396 +0,0 @@ -// ImGui Win32 + DirectX9 binding - -// Implemented features: -// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. - -#include "imgui.h" -#include "imgui_impl_dx9.h" - -// DirectX -#include -#define DIRECTINPUT_VERSION 0x0800 -#include - -// Data -static HWND g_hWnd = 0; -static INT64 g_Time = 0; -static INT64 g_TicksPerSecond = 0; -static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; -static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; -static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; -static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; - -struct CUSTOMVERTEX -{ - float pos[3]; - D3DCOLOR col; - float uv[2]; -}; -#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) - -// Render function. -// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) -void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized - ImGuiIO& io = ImGui::GetIO(); - if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f) - return; - - // Create and grow buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) - { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; - if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) - return; - } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) - { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; - 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) - return; - } - - // Backup the DX9 state - IDirect3DStateBlock9* d3d9_state_block = NULL; - if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) - return; - - // Copy and convert all vertices into a single contiguous buffer - CUSTOMVERTEX* vtx_dst; - ImDrawIdx* idx_dst; - if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) - return; - if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) - return; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; - for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) - { - vtx_dst->pos[0] = vtx_src->pos.x; - vtx_dst->pos[1] = vtx_src->pos.y; - vtx_dst->pos[2] = 0.0f; - vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 - vtx_dst->uv[0] = vtx_src->uv.x; - vtx_dst->uv[1] = vtx_src->uv.y; - vtx_dst++; - vtx_src++; - } - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - idx_dst += cmd_list->IdxBuffer.Size; - } - g_pVB->Unlock(); - g_pIB->Unlock(); - g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); - g_pd3dDevice->SetIndices(g_pIB); - g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); - - // Setup viewport - D3DVIEWPORT9 vp; - vp.X = vp.Y = 0; - vp.Width = (DWORD)io.DisplaySize.x; - vp.Height = (DWORD)io.DisplaySize.y; - vp.MinZ = 0.0f; - vp.MaxZ = 1.0f; - g_pd3dDevice->SetViewport(&vp); - - // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing - g_pd3dDevice->SetPixelShader(NULL); - g_pd3dDevice->SetVertexShader(NULL); - g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); - g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); - g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); - g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); - g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); - - // Setup orthographic projection matrix - // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() - { - const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f; - 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 } }; - D3DMATRIX mat_projection = - { - 2.0f/(R-L), 0.0f, 0.0f, 0.0f, - 0.0f, 2.0f/(T-B), 0.0f, 0.0f, - 0.0f, 0.0f, 0.5f, 0.0f, - (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f, - }; - g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); - g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); - } - - // Render command lists - int vtx_offset = 0; - int idx_offset = 0; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; - g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId); - g_pd3dDevice->SetScissorRect(&r); - g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); - } - idx_offset += pcmd->ElemCount; - } - vtx_offset += cmd_list->VtxBuffer.Size; - } - - // Restore the DX9 state - d3d9_state_block->Apply(); - d3d9_state_block->Release(); -} - -// 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; - } - return 0; -} - -bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) -{ - g_hWnd = (HWND)hwnd; - g_pd3dDevice = device; - - 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; -} - -void ImGui_ImplDX9_Shutdown() -{ - ImGui_ImplDX9_InvalidateDeviceObjects(); - g_pd3dDevice = NULL; - g_hWnd = 0; -} - -static bool ImGui_ImplDX9_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height, bytes_per_pixel; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); - - // Upload texture to graphics system - g_FontTexture = NULL; - if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) - return false; - D3DLOCKED_RECT tex_locked_rect; - if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) - return false; - for (int y = 0; y < height; y++) - memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); - g_FontTexture->UnlockRect(0); - - // Store our identifier - io.Fonts->TexID = (void *)g_FontTexture; - - return true; -} - -bool ImGui_ImplDX9_CreateDeviceObjects() -{ - if (!g_pd3dDevice) - return false; - if (!ImGui_ImplDX9_CreateFontsTexture()) - return false; - return true; -} - -void ImGui_ImplDX9_InvalidateDeviceObjects() -{ - if (!g_pd3dDevice) - return; - if (g_pVB) - { - g_pVB->Release(); - g_pVB = NULL; - } - if (g_pIB) - { - g_pIB->Release(); - g_pIB = NULL; - } - - // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(g_FontTexture == io.Fonts->TexID); - if (g_FontTexture) - g_FontTexture->Release(); - g_FontTexture = NULL; - io.Fonts->TexID = NULL; -} - -void ImGui_ImplDX9_NewFrame() -{ - if (!g_FontTexture) - ImGui_ImplDX9_CreateDeviceObjects(); - - 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 *)¤t_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); - } - - // Hide OS mouse cursor if ImGui is drawing it - if (io.MouseDrawCursor) - SetCursor(NULL); - - // 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(); -} diff --git a/examples/directx9_example/imgui_impl_dx9.h b/examples/directx9_example/imgui_impl_dx9.h deleted file mode 100644 index e0ea2de..0000000 --- a/examples/directx9_example/imgui_impl_dx9.h +++ /dev/null @@ -1,27 +0,0 @@ -// ImGui Win32 + DirectX9 binding - -// Implemented features: -// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct IDirect3DDevice9; - -IMGUI_API bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device); -IMGUI_API void ImGui_ImplDX9_Shutdown(); -IMGUI_API void ImGui_ImplDX9_NewFrame(); -IMGUI_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplDX9_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 types. You can copy the extern declaration in your code. -/* -IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -*/ diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp index 16482b3..c1e2db9 100644 --- a/examples/directx9_example/main.cpp +++ b/examples/directx9_example/main.cpp @@ -2,7 +2,8 @@ // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. #include "imgui.h" -#include "imgui_impl_dx9.h" +#include "../imgui_impl_dx9.h" +#include "../imgui_impl_win32.h" #include #define DIRECTINPUT_VERSION 0x0800 #include @@ -77,7 +78,8 @@ // Setup ImGui binding ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; - ImGui_ImplDX9_Init(hwnd, g_pd3dDevice); + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX9_Init(g_pd3dDevice); //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls // Setup style @@ -121,6 +123,7 @@ continue; } ImGui_ImplDX9_NewFrame(); + 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". @@ -184,6 +187,7 @@ } ImGui_ImplDX9_Shutdown(); + ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); if (g_pd3dDevice) g_pd3dDevice->Release(); diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp new file mode 100644 index 0000000..6e16b5b --- /dev/null +++ b/examples/imgui_impl_dx9.cpp @@ -0,0 +1,252 @@ +// ImGui Win32 + DirectX9 binding + +// Implemented features: +// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. + +#include "imgui.h" +#include "imgui_impl_dx9.h" + +// DirectX +#include +#define DIRECTINPUT_VERSION 0x0800 +#include + +// Data +static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; +static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; +static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; +static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; +static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; + +struct CUSTOMVERTEX +{ + float pos[3]; + D3DCOLOR col; + float uv[2]; +}; +#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) + +// Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + ImGuiIO& io = ImGui::GetIO(); + if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f) + return; + + // Create and grow buffers if needed + if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + { + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) + return; + } + if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + { + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + 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) + return; + } + + // Backup the DX9 state + IDirect3DStateBlock9* d3d9_state_block = NULL; + if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) + return; + + // Copy and convert all vertices into a single contiguous buffer + CUSTOMVERTEX* vtx_dst; + ImDrawIdx* idx_dst; + if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + return; + if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + return; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; + for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) + { + vtx_dst->pos[0] = vtx_src->pos.x; + vtx_dst->pos[1] = vtx_src->pos.y; + vtx_dst->pos[2] = 0.0f; + vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 + vtx_dst->uv[0] = vtx_src->uv.x; + vtx_dst->uv[1] = vtx_src->uv.y; + vtx_dst++; + vtx_src++; + } + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + idx_dst += cmd_list->IdxBuffer.Size; + } + g_pVB->Unlock(); + g_pIB->Unlock(); + g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); + g_pd3dDevice->SetIndices(g_pIB); + g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); + + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)io.DisplaySize.x; + vp.Height = (DWORD)io.DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + g_pd3dDevice->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing + g_pd3dDevice->SetPixelShader(NULL); + g_pd3dDevice->SetVertexShader(NULL); + g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); + g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); + g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); + g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + + // Setup orthographic projection matrix + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f; + 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 } }; + D3DMATRIX mat_projection = + { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f, + }; + g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); + g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); + g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); + } + + // Render command lists + int vtx_offset = 0; + int idx_offset = 0; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; + g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId); + g_pd3dDevice->SetScissorRect(&r); + g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); + } + idx_offset += pcmd->ElemCount; + } + vtx_offset += cmd_list->VtxBuffer.Size; + } + + // Restore the DX9 state + d3d9_state_block->Apply(); + d3d9_state_block->Release(); +} + +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +{ + g_pd3dDevice = device; + return true; +} + +void ImGui_ImplDX9_Shutdown() +{ + ImGui_ImplDX9_InvalidateDeviceObjects(); + g_pd3dDevice = NULL; +} + +static bool ImGui_ImplDX9_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height, bytes_per_pixel; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + + // Upload texture to graphics system + g_FontTexture = NULL; + if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) + return false; + D3DLOCKED_RECT tex_locked_rect; + if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) + return false; + for (int y = 0; y < height; y++) + memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); + g_FontTexture->UnlockRect(0); + + // Store our identifier + io.Fonts->TexID = (void *)g_FontTexture; + + return true; +} + +bool ImGui_ImplDX9_CreateDeviceObjects() +{ + if (!g_pd3dDevice) + return false; + if (!ImGui_ImplDX9_CreateFontsTexture()) + return false; + return true; +} + +void ImGui_ImplDX9_InvalidateDeviceObjects() +{ + if (!g_pd3dDevice) + return; + if (g_pVB) + { + g_pVB->Release(); + g_pVB = NULL; + } + if (g_pIB) + { + g_pIB->Release(); + g_pIB = NULL; + } + + // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(g_FontTexture == io.Fonts->TexID); + if (g_FontTexture) + g_FontTexture->Release(); + g_FontTexture = NULL; + io.Fonts->TexID = NULL; +} + +void ImGui_ImplDX9_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplDX9_CreateDeviceObjects(); +} diff --git a/examples/imgui_impl_dx9.h b/examples/imgui_impl_dx9.h new file mode 100644 index 0000000..eb52eab --- /dev/null +++ b/examples/imgui_impl_dx9.h @@ -0,0 +1,20 @@ +// ImGui Win32 + DirectX9 binding + +// Implemented features: +// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +struct IDirect3DDevice9; + +IMGUI_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); +IMGUI_API void ImGui_ImplDX9_Shutdown(); +IMGUI_API void ImGui_ImplDX9_NewFrame(); +IMGUI_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplDX9_CreateDeviceObjects(); diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index c2d6d9d..3547b98 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -158,4 +158,4 @@ return 0; } return 0; -} \ No newline at end of file +}