mirror of https://github.com/ocornut/imgui
Commented samples and shuffled bits of the initialisation based on user's feedback.
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8ab2942716
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86d2c9d232
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@ -203,17 +203,6 @@ HRESULT InitD3D(HWND hWnd)
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if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
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return E_FAIL;
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// Create the vertex buffer.
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if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
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return E_FAIL;
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// Load font texture
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const void* png_data;
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unsigned int png_size;
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
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if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0)
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return E_FAIL;
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return S_OK;
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}
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@ -247,9 +236,11 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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io.MouseDown[1] = false;
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return true;
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case WM_MOUSEWHEEL:
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// Mouse wheel: -1,0,+1
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io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
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return true;
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case WM_MOUSEMOVE:
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// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MousePos.x = (signed short)(lParam);
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io.MousePos.y = (signed short)(lParam >> 16);
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return true;
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@ -274,9 +265,10 @@ void InitImGui()
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GetClientRect(hWnd, &rect);
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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io.DeltaTime = 1.0f/60.0f;
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io.KeyMap[ImGuiKey_Tab] = VK_TAB;
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
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io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
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io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
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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.
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
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@ -293,11 +285,28 @@ void InitImGui()
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io.KeyMap[ImGuiKey_X] = 'X';
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.PixelCenterOffset = 0.0f;
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
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io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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// Create the vertex buffer
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if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
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{
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IM_ASSERT(0);
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return;
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}
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// Load font texture
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const void* png_data;
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unsigned int png_size;
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
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if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0)
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{
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IM_ASSERT(0);
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return;
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}
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}
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int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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@ -217,58 +217,6 @@ void InitGL()
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glewInit();
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GLenum err = GL_NO_ERROR;
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GLint status = GL_TRUE;
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err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
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// Create and compile the vertex shader
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexSource, NULL);
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glCompileShader(vertexShader);
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE)
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{
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char buffer[512];
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glGetShaderInfoLog(vertexShader, 1024, NULL, buffer);
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printf("%s", buffer);
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IM_ASSERT(status == GL_TRUE);
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}
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// Create and compile the fragment shader
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
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IM_ASSERT(status == GL_TRUE);
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// Link the vertex and fragment shader into a shader program
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glBindFragDataLocation(shaderProgram, 0, "o_col");
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
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IM_ASSERT(status == GL_TRUE);
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uniMVP = glGetUniformLocation(shaderProgram, "MVP");
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uniClipRect = glGetUniformLocation(shaderProgram, "ClipRect");
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// Create Vertex Buffer Objects & Vertex Array Objects
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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GLint posAttrib = glGetAttribLocation(shaderProgram, "i_pos");
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glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), 0);
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glEnableVertexAttribArray(posAttrib);
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GLint uvAttrib = glGetAttribLocation(shaderProgram, "i_uv");
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glEnableVertexAttribArray(uvAttrib);
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glVertexAttribPointer(uvAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (void*)(2*sizeof(float)));
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GLint colAttrib = glGetAttribLocation(shaderProgram, "i_col");
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glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (void*)(4*sizeof(float)));
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glEnableVertexAttribArray(colAttrib);
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err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
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}
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@ -278,9 +226,10 @@ void InitImGui()
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glfwGetWindowSize(window, &w, &h);
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)w, (float)h);
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io.DeltaTime = 1.0f/60.0f;
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
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io.DisplaySize = ImVec2((float)w, (float)h); // Display size, in pixels. For clamping windows positions.
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io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
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io.PixelCenterOffset = 0.5f; // Align OpenGL texels
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
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@ -297,12 +246,68 @@ void InitImGui()
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io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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io.PixelCenterOffset = 0.5f;
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
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io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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// Setup graphics backend
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GLint status = GL_TRUE;
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GLenum err = GL_NO_ERROR;
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err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
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// Create and compile the vertex shader
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexSource, NULL);
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glCompileShader(vertexShader);
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE)
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{
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char buffer[512];
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glGetShaderInfoLog(vertexShader, 1024, NULL, buffer);
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printf("%s", buffer);
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IM_ASSERT(status == GL_TRUE);
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}
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// Create and compile the fragment shader
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
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IM_ASSERT(status == GL_TRUE);
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// Link the vertex and fragment shader into a shader program
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glBindFragDataLocation(shaderProgram, 0, "o_col");
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
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IM_ASSERT(status == GL_TRUE);
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uniMVP = glGetUniformLocation(shaderProgram, "MVP");
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uniClipRect = glGetUniformLocation(shaderProgram, "ClipRect");
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// Create Vertex Buffer Objects & Vertex Array Objects
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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GLint posAttrib = glGetAttribLocation(shaderProgram, "i_pos");
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glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), 0);
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glEnableVertexAttribArray(posAttrib);
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GLint uvAttrib = glGetAttribLocation(shaderProgram, "i_uv");
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glEnableVertexAttribArray(uvAttrib);
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glVertexAttribPointer(uvAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (void*)(2*sizeof(float)));
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GLint colAttrib = glGetAttribLocation(shaderProgram, "i_col");
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glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (void*)(4*sizeof(float)));
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glEnableVertexAttribArray(colAttrib);
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err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
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// Load font texture
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glGenTextures(1, &fontTex);
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glBindTexture(GL_TEXTURE_2D, fontTex);
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@ -348,10 +353,10 @@ int main(int argc, char** argv)
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time = current_time;
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double mouse_x, mouse_y;
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
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io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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io.MouseWheel = (mouse_wheel != 0) ? mouse_wheel > 0.0f ? 1 : - 1 : 0;
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io.MouseWheel = (mouse_wheel != 0) ? mouse_wheel > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1
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mouse_wheel = 0.0f;
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ImGui::NewFrame();
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2
imgui.h
2
imgui.h
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@ -381,7 +381,7 @@ struct ImGuiIO
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void (*SetClipboardTextFn)(const char* text, const char* text_end); // Required for clipboard support (nb- the string is *NOT* zero-terminated at 'text_end')
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// Input - Fill before calling NewFrame()
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ImVec2 MousePos; // Mouse position (set to -1,-1 if no mouse / on another screen, etc.)
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ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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bool MouseDown[2]; // Mouse buttons
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int MouseWheel; // Mouse wheel: -1,0,+1
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bool KeyCtrl; // Keyboard modifier pressed: Control
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