diff --git a/3rdparty/dear-imgui/imgui.cpp b/3rdparty/dear-imgui/imgui.cpp index 03444bc7d..429dc9a8c 100644 --- a/3rdparty/dear-imgui/imgui.cpp +++ b/3rdparty/dear-imgui/imgui.cpp @@ -120,34 +120,73 @@ - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code. THIS IS HOW A SIMPLE APPLICATION MAY LOOK LIKE + EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder) - // Application init - // Create a context + // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls // TODO: Fill optional settings of the io structure later. - // TODO: Load fonts if you don't want to use the default font. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32 and imgui_impl_dx11) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into screen + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + THIS IS HOW A SIMPLE APPLICATION MAY LOOK LIKE + EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls + // TODO: Fill optional settings of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. // Build and load the texture atlas into a texture - unsigned char* pixels = NULL; + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) int width, height; + unsigned char* pixels = NULL; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + // At this point you've got the texture data and you need to upload that your your graphic system: + // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ below for details about ImTextureID. MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) - // Store your texture pointer/identifier (in whatever formatyour engine uses) in 'io.Fonts->TexID'. - // This will be passed back to your via the renderer. Read FAQ for details about ImTextureID. io.Fonts->TexID = (void*)texture; // Application main loop while (true) { - // Setup low-level inputs (e.g. on Win32, GetKeyboardState(), or write to those fields from your Windows message loop handlers, etc.) - ImGuiIO& io = ImGui::GetIO(); - io.DeltaTime = 1.0f/60.0f; - io.DisplaySize.x = 1920.0f; - io.DisplaySize.y = 1280.0f; - io.MousePos = my_mouse_pos; - io.MouseDown[0] = my_mouse_buttons[0]; + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform bindings) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.MousePos = my_mouse_pos; // set the mouse position + io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states io.MouseDown[1] = my_mouse_buttons[1]; // Call NewFrame(), after this point you can use ImGui::* functions anytime @@ -163,7 +202,8 @@ // (You want to try calling EndFrame/Render as late as you can, to be able to use imgui in your own game rendering code) ImGui::EndFrame(); ImGui::Render(); - MyImGuiRenderFunction(ImGui::GetDrawData()); + ImDrawData* draw_data = ImGui::GetDrawData(); + MyImGuiRenderFunction(draw_data); SwapBuffers(); }