mirror of https://github.com/ocornut/imgui
Examples: DirectX12: Merged to new example format, imgui_impl_dx12.cpp contains the DX12 stuff, couple with imgui_impl_win32.cpp
This commit is contained in:
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e6bc840f6f
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@ -146,13 +146,15 @@
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<ClInclude Include="..\..\imconfig.h" />
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<ClInclude Include="..\..\imgui.h" />
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<ClInclude Include="..\..\imgui_internal.h" />
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<ClInclude Include="imgui_impl_dx12.h" />
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<ClInclude Include="..\imgui_impl_dx12.h" />
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<ClInclude Include="..\imgui_impl_win32.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\imgui.cpp" />
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<ClCompile Include="..\..\imgui_demo.cpp" />
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<ClCompile Include="..\..\imgui_draw.cpp" />
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<ClCompile Include="imgui_impl_dx12.cpp" />
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<ClCompile Include="..\imgui_impl_dx12.cpp" />
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<ClCompile Include="..\imgui_impl_win32.cpp" />
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<ClCompile Include="main.cpp" />
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</ItemGroup>
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<ItemGroup>
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@ -15,12 +15,15 @@
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<ClInclude Include="..\..\imgui.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="imgui_impl_dx12.h">
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<Filter>sources</Filter>
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</ClInclude>
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<ClInclude Include="..\..\imgui_internal.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="..\imgui_impl_dx12.h">
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<Filter>sources</Filter>
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</ClInclude>
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<ClInclude Include="..\imgui_impl_win32.h">
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<Filter>sources</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\imgui.cpp">
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@ -29,15 +32,18 @@
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<ClCompile Include="main.cpp">
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<Filter>sources</Filter>
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</ClCompile>
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<ClCompile Include="imgui_impl_dx12.cpp">
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<Filter>sources</Filter>
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</ClCompile>
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<ClCompile Include="..\..\imgui_demo.cpp">
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<Filter>imgui</Filter>
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</ClCompile>
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<ClCompile Include="..\..\imgui_draw.cpp">
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<Filter>imgui</Filter>
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</ClCompile>
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<ClCompile Include="..\imgui_impl_dx12.cpp">
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<Filter>sources</Filter>
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</ClCompile>
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<ClCompile Include="..\imgui_impl_win32.cpp">
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<Filter>sources</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\README.txt" />
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@ -3,7 +3,8 @@
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// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
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#include "imgui.h"
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#include "imgui_impl_dx12.h"
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#include "../imgui_impl_win32.h"
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#include "../imgui_impl_dx12.h"
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <tchar.h>
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@ -289,10 +290,9 @@ int main(int, char**)
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice,
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DXGI_FORMAT_R8G8B8A8_UNORM,
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g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
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g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM,
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g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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// Setup style
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ImGui::StyleColorsDark();
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@ -333,6 +333,7 @@ int main(int, char**)
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continue;
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}
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ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
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ImGui_ImplWin32_NewFrame();
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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@ -409,6 +410,7 @@ int main(int, char**)
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WaitForLastSubmittedFrame();
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ImGui_ImplDX12_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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CleanupDeviceD3D();
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UnregisterClass(_T("ImGui Example"), wc.hInstance);
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@ -20,12 +20,6 @@
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#include <d3d12.h>
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#include <d3dcompiler.h>
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// Win32 data
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static HWND g_hWnd = 0;
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static INT64 g_Time = 0;
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static INT64 g_TicksPerSecond = 0;
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static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_Count_;
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// DirectX data
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static ID3D12Device* g_pd3dDevice = NULL;
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static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
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@ -221,110 +215,6 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
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}
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}
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static void ImGui_ImplWin32_UpdateMouseCursor()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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if (imgui_cursor == ImGuiMouseCursor_None)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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::SetCursor(NULL);
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}
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else
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{
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// Hardware cursor type
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LPTSTR win32_cursor = IDC_ARROW;
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switch (imgui_cursor)
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{
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case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
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case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
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case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
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case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
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case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
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case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
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case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
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}
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::SetCursor(::LoadCursor(NULL, win32_cursor));
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}
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}
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// Process Win32 mouse/keyboard inputs.
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// 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.
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// 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.
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IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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if (ImGui::GetCurrentContext() == NULL)
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return 0;
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ImGuiIO& io = ImGui::GetIO();
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switch (msg)
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{
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case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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{
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int button = 0;
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if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
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if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
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if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
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if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
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::SetCapture(hwnd);
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io.MouseDown[button] = true;
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return 0;
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}
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case WM_LBUTTONUP:
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case WM_RBUTTONUP:
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case WM_MBUTTONUP:
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{
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int button = 0;
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if (msg == WM_LBUTTONUP) button = 0;
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if (msg == WM_RBUTTONUP) button = 1;
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if (msg == WM_MBUTTONUP) button = 2;
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io.MouseDown[button] = false;
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if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
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::ReleaseCapture();
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return 0;
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}
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case WM_MOUSEWHEEL:
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io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
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return 0;
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case WM_MOUSEHWHEEL:
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io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
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return 0;
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case WM_MOUSEMOVE:
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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 0;
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case WM_KEYDOWN:
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case WM_SYSKEYDOWN:
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if (wParam < 256)
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io.KeysDown[wParam] = 1;
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return 0;
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case WM_KEYUP:
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case WM_SYSKEYUP:
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if (wParam < 256)
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io.KeysDown[wParam] = 0;
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return 0;
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case WM_CHAR:
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if (wParam > 0 && wParam < 0x10000)
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io.AddInputCharacter((unsigned short)wParam);
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return 0;
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case WM_SETCURSOR:
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if (LOWORD(lParam) == HTCLIENT)
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{
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ImGui_ImplWin32_UpdateMouseCursor();
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return 1;
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}
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return 0;
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}
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return 0;
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}
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static void ImGui_ImplDX12_CreateFontsTexture()
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{
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// Build texture atlas
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}
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}
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bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
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ID3D12Device* device,
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DXGI_FORMAT rtv_format,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
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D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
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bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
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{
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g_hWnd = (HWND)hwnd;
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g_pd3dDevice = device;
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g_RTVFormat = rtv_format;
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g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
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g_pFrameResources[i].IndexBufferSize = 10000;
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}
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if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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return false;
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if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
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return false;
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ImGuiIO& io = ImGui::GetIO();
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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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io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
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io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
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io.KeyMap[ImGuiKey_Home] = VK_HOME;
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io.KeyMap[ImGuiKey_End] = VK_END;
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io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
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io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
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io.KeyMap[ImGuiKey_Space] = VK_SPACE;
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io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
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io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
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io.KeyMap[ImGuiKey_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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io.KeyMap[ImGuiKey_V] = 'V';
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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.ImeWindowHandle = g_hWnd;
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return true;
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}
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ImGui_ImplDX12_InvalidateDeviceObjects();
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delete[] g_pFrameResources;
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g_pd3dDevice = NULL;
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g_hWnd = (HWND)0;
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g_pd3dCommandList = NULL;
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g_hFontSrvCpuDescHandle.ptr = 0;
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g_hFontSrvGpuDescHandle.ptr = 0;
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ImGui_ImplDX12_CreateDeviceObjects();
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g_pd3dCommandList = command_list;
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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RECT rect;
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GetClientRect(g_hWnd, &rect);
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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// Setup time step
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INT64 current_time;
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QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
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io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
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g_Time = current_time;
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// Read keyboard modifiers inputs
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io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
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io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
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io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
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io.KeySuper = false;
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// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
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// io.MousePos : filled by WM_MOUSEMOVE events
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// io.MouseDown : filled by WM_*BUTTON* events
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// io.MouseWheel : filled by WM_MOUSEWHEEL events
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// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
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if (io.WantMoveMouse)
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{
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POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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ClientToScreen(g_hWnd, &pos);
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SetCursorPos(pos.x, pos.y);
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}
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// Update OS mouse cursor with the cursor requested by imgui
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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if (g_LastMouseCursor != mouse_cursor)
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{
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g_LastMouseCursor = mouse_cursor;
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ImGui_ImplWin32_UpdateMouseCursor();
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}
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// 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.
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ImGui::NewFrame();
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}
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// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
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// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
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// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
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IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
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ID3D12Device* device,
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DXGI_FORMAT rtv_format,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
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D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
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IMGUI_API void ImGui_ImplDX12_Shutdown();
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IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
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IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
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IMGUI_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
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IMGUI_API void ImGui_ImplDX12_Shutdown();
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IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
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IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();
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// Handler for Win32 messages, update mouse/keyboard data.
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
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/*
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IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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*/
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IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();
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