Examples: DirectX9: Added support for multi-viewport (#2394)
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@ -49,6 +49,10 @@ void ResetDevice()
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ImGui_ImplDX9_CreateDeviceObjects();
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}
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#ifndef WM_DPICHANGED
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#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
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#endif
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extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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@ -72,12 +76,23 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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case WM_DESTROY:
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PostQuitMessage(0);
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return 0;
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case WM_DPICHANGED:
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if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
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{
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//const int dpi = HIWORD(wParam);
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//printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
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const RECT* suggested_rect = (RECT*)lParam;
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::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
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}
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break;
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}
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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int main(int, char**)
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{
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ImGui_ImplWin32_EnableDpiAwareness();
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// Create application window
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WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
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RegisterClassEx(&wc);
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@ -109,6 +124,14 @@ int main(int, char**)
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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ImGuiStyle& style = ImGui::GetStyle();
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// Setup Platform/Renderer bindings
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX9_Init(g_pd3dDevice);
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@ -205,6 +228,14 @@ int main(int, char**)
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ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
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g_pd3dDevice->EndScene();
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}
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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}
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HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
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// Handle loss of D3D9 device
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@ -3,6 +3,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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@ -10,6 +11,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
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@ -41,6 +43,10 @@ struct CUSTOMVERTEX
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};
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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// Forward Declarations
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static void ImGui_ImplDX9_InitPlatformInterface();
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static void ImGui_ImplDX9_ShutdownPlatformInterface();
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// Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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@ -203,16 +209,22 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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io.BackendRendererName = "imgui_impl_dx9";
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g_pd3dDevice = device;
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplDX9_InitPlatformInterface();
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return true;
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}
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void ImGui_ImplDX9_Shutdown()
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{
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ImGui_ImplDX9_ShutdownPlatformInterface();
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ImGui_ImplDX9_InvalidateDeviceObjects();
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g_pd3dDevice = NULL;
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
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}
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static bool ImGui_ImplDX9_CreateFontsTexture()
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@ -278,3 +290,112 @@ void ImGui_ImplDX9_NewFrame()
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if (!g_FontTexture)
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ImGui_ImplDX9_CreateDeviceObjects();
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}
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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struct ImGuiViewportDataDx9
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{
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IDirect3DSwapChain9* SwapChain;
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D3DPRESENT_PARAMETERS d3dpp;
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ImGuiViewportDataDx9() { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
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~ImGuiViewportDataDx9() { IM_ASSERT(SwapChain == NULL); }
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};
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static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
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{
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ImGuiViewportDataDx9* data = IM_NEW(ImGuiViewportDataDx9)();
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viewport->RendererUserData = data;
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HWND hWnd = (HWND)viewport->PlatformHandle;
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IM_ASSERT(hWnd != 0);
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ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
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data->d3dpp.Windowed = TRUE;
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data->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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data->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
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data->d3dpp.hDeviceWindow = hWnd;
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data->d3dpp.EnableAutoDepthStencil = TRUE;
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data->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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data->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
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g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain);
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IM_ASSERT(data->SwapChain != NULL);
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}
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static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
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if (ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData)
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{
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if (data->SwapChain)
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data->SwapChain->Release();
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data->SwapChain = NULL;
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ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
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IM_DELETE(data);
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}
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viewport->RendererUserData = NULL;
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}
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static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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{
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ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
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if (data->SwapChain)
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{
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data->SwapChain->Release();
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data->SwapChain = NULL;
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data->d3dpp.BackBufferWidth = (UINT)size.x;
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data->d3dpp.BackBufferHeight = (UINT)size.y;
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g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain);
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}
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}
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static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
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ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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LPDIRECT3DSURFACE9 render_target = NULL;
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LPDIRECT3DSURFACE9 last_render_target = NULL;
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data->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
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g_pd3dDevice->GetRenderTarget(0, &last_render_target);
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g_pd3dDevice->SetRenderTarget(0, render_target);
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if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
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{
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D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
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g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
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}
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ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
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// Restore render target
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g_pd3dDevice->SetRenderTarget(0, last_render_target);
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render_target->Release();
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last_render_target->Release();
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}
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static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
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data->SwapChain->Present(NULL, NULL, data->d3dpp.hDeviceWindow, NULL, NULL);
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}
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static void ImGui_ImplDX9_InitPlatformInterface()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
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platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
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platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
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platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
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platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
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}
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static void ImGui_ImplDX9_ShutdownPlatformInterface()
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{
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ImGui::DestroyPlatformWindows();
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}
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@ -3,6 +3,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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