diff --git a/examples/README.txt b/examples/README.txt index 575dbd090..aa22e7388 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -41,6 +41,10 @@ opengl3_example/ directx9_example/ DirectX9 example, Windows only. +directx10_example/ + DirectX10 example, Windows only. + This is quite long and tedious, because: DirectX10. + directx11_example/ DirectX11 example, Windows only. This is quite long and tedious, because: DirectX11. diff --git a/examples/directx10_example/imgui_impl_dx10.cpp b/examples/directx10_example/imgui_impl_dx10.cpp index fe8d61bda..d4e81ed50 100644 --- a/examples/directx10_example/imgui_impl_dx10.cpp +++ b/examples/directx10_example/imgui_impl_dx10.cpp @@ -1,7 +1,7 @@ // ImGui Win32 + DirectX10 binding -// You can copy and use unmodified imgui_impl_* files in your project. +// 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(). -// See main.cpp for an example of using this. +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui #include "imgui.h" @@ -44,8 +44,6 @@ struct VERTEX_CONSTANT_BUFFER // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data) { - void* vtx_resourceData; - void* idx_resourceData; // Create and grow vertex/index buffers if needed if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) { @@ -58,7 +56,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data) desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; - if (g_pd3dDevice->CreateBuffer(&desc, nullptr, &g_pVB) < 0) + if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) return; } @@ -72,14 +70,16 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data) bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; bufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; - if (g_pd3dDevice->CreateBuffer(&bufferDesc, nullptr, &g_pIB) < 0) + if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0) return; } - g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, &vtx_resourceData); - g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, &idx_resourceData); - ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resourceData; - ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resourceData; + // Copy and convert all vertices into a single contiguous buffer + ImDrawVert* vtx_dst = NULL; + ImDrawIdx* idx_dst = NULL; + g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); + g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); + for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -88,26 +88,26 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data) vtx_dst += cmd_list->VtxBuffer.size(); idx_dst += cmd_list->IdxBuffer.size(); } - g_pVB->Unmap(); g_pIB->Unmap(); // Setup orthographic projection matrix into our constant buffer { - void* pmappedResource; - g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pmappedResource); + void* mappedResource; + if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) + return; - VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)pmappedResource; + VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource; 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, }, + { 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 }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp)); g_pVertexConstantBuffer->Unmap(); @@ -346,7 +346,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; - g_pd3dDevice->CreateBuffer(&cbDesc, nullptr, &g_pVertexConstantBuffer); + g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer); } } diff --git a/examples/directx10_example/imgui_impl_dx10.h b/examples/directx10_example/imgui_impl_dx10.h index 1aab60284..922cdaf24 100644 --- a/examples/directx10_example/imgui_impl_dx10.h +++ b/examples/directx10_example/imgui_impl_dx10.h @@ -1,7 +1,7 @@ // ImGui Win32 + DirectX10 binding -// You can copy and use unmodified imgui_impl_* files in your project. +// 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(). -// See main.cpp for an example of using this. +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui struct ID3D10Device; diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp index 967de1eef..7d51327d4 100644 --- a/examples/directx10_example/main.cpp +++ b/examples/directx10_example/main.cpp @@ -1,4 +1,5 @@ // ImGui - standalone example application for DirectX 10 +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. #include #include "imgui_impl_dx10.h" @@ -147,7 +148,7 @@ int main(int, char**) ImGui_ImplDX10_Init(hwnd, g_pd3dDevice); // Load Fonts - // (see extra_fonts/README.txt for more details) + // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details) //ImGuiIO& io = ImGui::GetIO(); //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); @@ -156,12 +157,6 @@ int main(int, char**) //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); - // Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons) - //static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // will not be copied by AddFont* so keep in scope. - //ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true; - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges); - bool show_test_window = true; bool show_another_window = false; ImVec4 clear_col = ImColor(114, 144, 154); diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index 775715857..74d49784c 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -103,10 +103,10 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) const float R = ImGui::GetIO().DisplaySize.x; const float B = ImGui::GetIO().DisplaySize.y; const float T = 0.0f; - const float mvp[4][4] = + 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,}, + { 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 }, }; @@ -184,26 +184,26 @@ IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, L io.MouseDown[0] = true; return true; case WM_LBUTTONUP: - io.MouseDown[0] = false; + io.MouseDown[0] = false; return true; case WM_RBUTTONDOWN: - io.MouseDown[1] = true; + io.MouseDown[1] = true; return true; case WM_RBUTTONUP: - io.MouseDown[1] = false; + io.MouseDown[1] = false; return true; case WM_MBUTTONDOWN: - io.MouseDown[2] = true; + io.MouseDown[2] = true; return true; case WM_MBUTTONUP: - io.MouseDown[2] = false; + 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); + io.MousePos.y = (signed short)(lParam >> 16); return true; case WM_KEYDOWN: if (wParam < 256) @@ -348,7 +348,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the pixel shader { - static const char* pixelShader = + static const char* pixelShader = "struct PS_INPUT\ {\ float4 pos : SV_POSITION;\ @@ -429,7 +429,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex g_pd3dDevice = device; g_pd3dDeviceContext = device_context; - if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) + if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) return false; if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) return false; @@ -484,7 +484,7 @@ void ImGui_ImplDX11_NewFrame() // Setup time step INT64 current_time; - QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); + QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; g_Time = current_time;