| // 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) |
| // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. |
| // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. |
| // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). |
| // 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: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavEnableSetMousePos is set). |
| // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. |
| |
| #include "imgui.h" |
| #include "imgui_impl_dx9.h" |
| |
| // DirectX |
| #include <d3d9.h> |
| #define DIRECTINPUT_VERSION 0x0800 |
| #include <dinput.h> |
| |
| // Win32 data |
| static HWND g_hWnd = 0; |
| static INT64 g_Time = 0; |
| static INT64 g_TicksPerSecond = 0; |
| static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; |
| |
| // DirectX 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; |
| |
| // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) |
| D3DMATRIX last_world, last_view, last_projection; |
| g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); |
| g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); |
| g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); |
| |
| // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. |
| // FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and |
| // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR |
| // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } |
| 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, shade mode (for gradient) |
| 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->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); |
| 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 <d3dx9.h> or <DirectXMath.h> 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 transform |
| g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); |
| g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); |
| g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); |
| |
| // Restore the DX9 state |
| d3d9_state_block->Apply(); |
| d3d9_state_block->Release(); |
| } |
| |
| static bool ImGui_ImplWin32_UpdateMouseCursor() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) |
| return false; |
| |
| ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); |
| if (imgui_cursor == ImGuiMouseCursor_None) |
| { |
| // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor |
| ::SetCursor(NULL); |
| } |
| else |
| { |
| // Hardware cursor type |
| LPTSTR win32_cursor = IDC_ARROW; |
| switch (imgui_cursor) |
| { |
| case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; |
| case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; |
| case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; |
| case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; |
| case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; |
| case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; |
| case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; |
| } |
| ::SetCursor(::LoadCursor(NULL, win32_cursor)); |
| } |
| return true; |
| } |
| |
| // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. |
| #ifndef WM_MOUSEHWHEEL |
| #define WM_MOUSEHWHEEL 0x020E |
| #endif |
| |
| // 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; |
| case WM_SETCURSOR: |
| if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) |
| return 1; |
| 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; |
| |
| // Setup back-end capabilities flags |
| ImGuiIO& io = ImGui::GetIO(); |
| io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
| io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) |
| |
| // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. |
| io.KeyMap[ImGuiKey_Tab] = VK_TAB; |
| 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 (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) |
| if (io.WantSetMousePos) |
| { |
| POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; |
| ClientToScreen(g_hWnd, &pos); |
| SetCursorPos(pos.x, pos.y); |
| } |
| |
| // Update OS mouse cursor with the cursor requested by imgui |
| ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); |
| if (g_LastMouseCursor != mouse_cursor) |
| { |
| g_LastMouseCursor = mouse_cursor; |
| ImGui_ImplWin32_UpdateMouseCursor(); |
| } |
| |
| // 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(); |
| } |