| // ImGui Win32 + DirectX11 binding |
| // https://github.com/ocornut/imgui |
| |
| #include <imgui.h> |
| #include "imgui_impl_dx11.h" |
| |
| // DirectX |
| #include <d3d11.h> |
| #include <d3dcompiler.h> |
| #define DIRECTINPUT_VERSION 0x0800 |
| #include <dinput.h> |
| |
| // Data |
| static INT64 g_Time = 0; |
| static INT64 g_TicksPerSecond = 0; |
| |
| static HWND g_hWnd = 0; |
| static ID3D11Device* g_pd3dDevice = NULL; |
| static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; |
| static ID3D11Buffer* g_pVB = NULL; |
| static ID3D11Buffer* g_pIB = NULL; |
| static ID3D10Blob * g_pVertexShaderBlob = NULL; |
| static ID3D11VertexShader* g_pVertexShader = NULL; |
| static ID3D11InputLayout* g_pInputLayout = NULL; |
| static ID3D11Buffer* g_pVertexConstantBuffer = NULL; |
| static ID3D10Blob * g_pPixelShaderBlob = NULL; |
| static ID3D11PixelShader* g_pPixelShader = NULL; |
| static ID3D11SamplerState* g_pFontSampler = NULL; |
| static ID3D11ShaderResourceView*g_pFontTextureView = NULL; |
| static ID3D11RasterizerState* g_pRasterizerState = NULL; |
| static ID3D11BlendState* g_pBlendState = NULL; |
| static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; |
| |
| struct VERTEX_CONSTANT_BUFFER |
| { |
| float mvp[4][4]; |
| }; |
| |
| // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) |
| // If text or lines are blurry when integrating ImGui in your engine: |
| // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) |
| static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) |
| { |
| // Create and grow vertex/index 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; |
| D3D11_BUFFER_DESC desc; |
| memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); |
| desc.Usage = D3D11_USAGE_DYNAMIC; |
| desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); |
| desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
| desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| desc.MiscFlags = 0; |
| if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 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; |
| D3D11_BUFFER_DESC bufferDesc; |
| memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); |
| bufferDesc.Usage = D3D11_USAGE_DYNAMIC; |
| bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); |
| bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; |
| bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0) |
| return; |
| } |
| |
| // Copy and convert all vertices into a single contiguous buffer |
| D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; |
| if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) |
| return; |
| if (g_pd3dDeviceContext->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) |
| return; |
| ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; |
| ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; |
| for (int n = 0; n < draw_data->CmdListsCount; n++) |
| { |
| const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
| memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert)); |
| memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx)); |
| vtx_dst += cmd_list->VtxBuffer.size(); |
| idx_dst += cmd_list->IdxBuffer.size(); |
| } |
| g_pd3dDeviceContext->Unmap(g_pVB, 0); |
| g_pd3dDeviceContext->Unmap(g_pIB, 0); |
| |
| // Setup orthographic projection matrix into our constant buffer |
| { |
| D3D11_MAPPED_SUBRESOURCE mappedResource; |
| if (g_pd3dDeviceContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) |
| return; |
| |
| VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData; |
| const float L = 0.0f; |
| const float R = ImGui::GetIO().DisplaySize.x; |
| const float B = ImGui::GetIO().DisplaySize.y; |
| const float T = 0.0f; |
| const float mvp[4][4] = |
| { |
| { 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 }, |
| { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, |
| }; |
| memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp)); |
| g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0); |
| } |
| |
| // Setup viewport |
| { |
| D3D11_VIEWPORT vp; |
| memset(&vp, 0, sizeof(D3D11_VIEWPORT)); |
| vp.Width = ImGui::GetIO().DisplaySize.x; |
| vp.Height = ImGui::GetIO().DisplaySize.y; |
| vp.MinDepth = 0.0f; |
| vp.MaxDepth = 1.0f; |
| vp.TopLeftX = 0; |
| vp.TopLeftY = 0; |
| g_pd3dDeviceContext->RSSetViewports(1, &vp); |
| } |
| |
| // Bind shader and vertex buffers |
| unsigned int stride = sizeof(ImDrawVert); |
| unsigned int offset = 0; |
| g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout); |
| g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); |
| g_pd3dDeviceContext->IASetIndexBuffer(g_pIB, DXGI_FORMAT_R16_UINT, 0); |
| g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
| g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0); |
| g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); |
| g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0); |
| g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler); |
| |
| // Setup render state |
| const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f }; |
| g_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff); |
| g_pd3dDeviceContext->RSSetState(g_pRasterizerState); |
| |
| // 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 D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; |
| g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId); |
| g_pd3dDeviceContext->RSSetScissorRects(1, &r); |
| g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); |
| } |
| idx_offset += pcmd->ElemCount; |
| } |
| vtx_offset += cmd_list->VtxBuffer.size(); |
| } |
| |
| // Restore modified state |
| g_pd3dDeviceContext->IASetInputLayout(NULL); |
| g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0); |
| g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0); |
| } |
| |
| IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| switch (msg) |
| { |
| case WM_LBUTTONDOWN: |
| io.MouseDown[0] = true; |
| return true; |
| case WM_LBUTTONUP: |
| io.MouseDown[0] = false; |
| return true; |
| case WM_RBUTTONDOWN: |
| io.MouseDown[1] = true; |
| return true; |
| case WM_RBUTTONUP: |
| io.MouseDown[1] = false; |
| return true; |
| case WM_MBUTTONDOWN: |
| io.MouseDown[2] = true; |
| return true; |
| case WM_MBUTTONUP: |
| io.MouseDown[2] = false; |
| return true; |
| case WM_MOUSEWHEEL: |
| io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; |
| return true; |
| case WM_MOUSEMOVE: |
| io.MousePos.x = (signed short)(lParam); |
| io.MousePos.y = (signed short)(lParam >> 16); |
| return true; |
| case WM_KEYDOWN: |
| if (wParam < 256) |
| io.KeysDown[wParam] = 1; |
| return true; |
| case WM_KEYUP: |
| if (wParam < 256) |
| io.KeysDown[wParam] = 0; |
| return true; |
| case WM_CHAR: |
| // You can also use ToAscii()+GetKeyboardState() to retrieve characters. |
| if (wParam > 0 && wParam < 0x10000) |
| io.AddInputCharacter((unsigned short)wParam); |
| return true; |
| } |
| return 0; |
| } |
| |
| static void ImGui_ImplDX11_CreateFontsTexture() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Build |
| unsigned char* pixels; |
| int width, height; |
| io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
| |
| // Create DX11 texture |
| { |
| D3D11_TEXTURE2D_DESC texDesc; |
| ZeroMemory(&texDesc, sizeof(texDesc)); |
| texDesc.Width = width; |
| texDesc.Height = height; |
| texDesc.MipLevels = 1; |
| texDesc.ArraySize = 1; |
| texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
| texDesc.SampleDesc.Count = 1; |
| texDesc.Usage = D3D11_USAGE_DEFAULT; |
| texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; |
| texDesc.CPUAccessFlags = 0; |
| |
| ID3D11Texture2D *pTexture = NULL; |
| D3D11_SUBRESOURCE_DATA subResource; |
| subResource.pSysMem = pixels; |
| subResource.SysMemPitch = texDesc.Width * 4; |
| subResource.SysMemSlicePitch = 0; |
| g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture); |
| |
| // Create texture view |
| D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
| ZeroMemory(&srvDesc, sizeof(srvDesc)); |
| srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
| srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
| srvDesc.Texture2D.MipLevels = texDesc.MipLevels; |
| srvDesc.Texture2D.MostDetailedMip = 0; |
| g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); |
| pTexture->Release(); |
| } |
| |
| // Store our identifier |
| io.Fonts->TexID = (void *)g_pFontTextureView; |
| |
| // Create texture sampler |
| { |
| D3D11_SAMPLER_DESC samplerDesc; |
| ZeroMemory(&samplerDesc, sizeof(samplerDesc)); |
| samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; |
| samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; |
| samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; |
| samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; |
| samplerDesc.MipLODBias = 0.f; |
| samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; |
| samplerDesc.MinLOD = 0.f; |
| samplerDesc.MaxLOD = 0.f; |
| g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler); |
| } |
| |
| // Cleanup (don't clear the input data if you want to append new fonts later) |
| io.Fonts->ClearInputData(); |
| io.Fonts->ClearTexData(); |
| } |
| |
| bool ImGui_ImplDX11_CreateDeviceObjects() |
| { |
| if (!g_pd3dDevice) |
| return false; |
| if (g_pFontSampler) |
| ImGui_ImplDX11_InvalidateDeviceObjects(); |
| |
| // Create the vertex shader |
| { |
| static const char* vertexShader = |
| "cbuffer vertexBuffer : register(b0) \ |
| {\ |
| float4x4 ProjectionMatrix; \ |
| };\ |
| struct VS_INPUT\ |
| {\ |
| float2 pos : POSITION;\ |
| float4 col : COLOR0;\ |
| float2 uv : TEXCOORD0;\ |
| };\ |
| \ |
| struct PS_INPUT\ |
| {\ |
| float4 pos : SV_POSITION;\ |
| float4 col : COLOR0;\ |
| float2 uv : TEXCOORD0;\ |
| };\ |
| \ |
| PS_INPUT main(VS_INPUT input)\ |
| {\ |
| PS_INPUT output;\ |
| output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ |
| output.col = input.col;\ |
| output.uv = input.uv;\ |
| return output;\ |
| }"; |
| |
| D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL); |
| if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! |
| return false; |
| if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) |
| return false; |
| |
| // Create the input layout |
| D3D11_INPUT_ELEMENT_DESC localLayout[] = { |
| { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
| }; |
| |
| if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) |
| return false; |
| |
| // Create the constant buffer |
| { |
| D3D11_BUFFER_DESC cbDesc; |
| cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); |
| cbDesc.Usage = D3D11_USAGE_DYNAMIC; |
| cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
| cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| cbDesc.MiscFlags = 0; |
| g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer); |
| } |
| } |
| |
| // Create the pixel shader |
| { |
| static const char* pixelShader = |
| "struct PS_INPUT\ |
| {\ |
| float4 pos : SV_POSITION;\ |
| float4 col : COLOR0;\ |
| float2 uv : TEXCOORD0;\ |
| };\ |
| sampler sampler0;\ |
| Texture2D texture0;\ |
| \ |
| float4 main(PS_INPUT input) : SV_Target\ |
| {\ |
| float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ |
| return out_col; \ |
| }"; |
| |
| D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL); |
| if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! |
| return false; |
| if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) |
| return false; |
| } |
| |
| // Create the blending setup |
| { |
| D3D11_BLEND_DESC desc; |
| ZeroMemory(&desc, sizeof(desc)); |
| desc.AlphaToCoverageEnable = false; |
| desc.RenderTarget[0].BlendEnable = true; |
| desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; |
| desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; |
| desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; |
| desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; |
| desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; |
| desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; |
| desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; |
| g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); |
| } |
| |
| // Create the rasterizer state |
| { |
| D3D11_RASTERIZER_DESC desc; |
| ZeroMemory(&desc, sizeof(desc)); |
| desc.FillMode = D3D11_FILL_SOLID; |
| desc.CullMode = D3D11_CULL_NONE; |
| desc.ScissorEnable = true; |
| desc.DepthClipEnable = true; |
| g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); |
| } |
| |
| ImGui_ImplDX11_CreateFontsTexture(); |
| |
| return true; |
| } |
| |
| void ImGui_ImplDX11_InvalidateDeviceObjects() |
| { |
| if (!g_pd3dDevice) |
| return; |
| |
| if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } |
| if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; } |
| if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } |
| if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } |
| |
| if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } |
| if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } |
| if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } |
| if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } |
| if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } |
| if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } |
| if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } |
| if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } |
| } |
| |
| bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context) |
| { |
| g_hWnd = (HWND)hwnd; |
| g_pd3dDevice = device; |
| g_pd3dDeviceContext = device_context; |
| |
| 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_Delete] = VK_DELETE; |
| io.KeyMap[ImGuiKey_Backspace] = VK_BACK; |
| 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.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists; |
| io.ImeWindowHandle = g_hWnd; |
| |
| return true; |
| } |
| |
| void ImGui_ImplDX11_Shutdown() |
| { |
| ImGui_ImplDX11_InvalidateDeviceObjects(); |
| ImGui::Shutdown(); |
| g_pd3dDevice = NULL; |
| g_pd3dDeviceContext = NULL; |
| g_hWnd = (HWND)0; |
| } |
| |
| void ImGui_ImplDX11_NewFrame() |
| { |
| if (!g_pVB) |
| ImGui_ImplDX11_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.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 |
| |
| // Hide OS mouse cursor if ImGui is drawing it |
| SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW)); |
| |
| // Start the frame |
| ImGui::NewFrame(); |
| } |