commit
8cb40073f7
|
|
@ -4,14 +4,16 @@
|
|||
<ClInclude Include="..\..\..\src\3rd-party\imgui\imconfig.h" />
|
||||
<ClInclude Include="..\..\..\src\3rd-party\imgui\imgui.h" />
|
||||
<ClInclude Include="..\..\..\src\3rd-party\imgui\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\..\src\3rd-party\imgui\imgui_stdlib.h" />
|
||||
<ClInclude Include="..\..\..\src\3rd-party\imgui\imstb_rectpack.h" />
|
||||
<ClInclude Include="..\..\..\src\3rd-party\imgui\imstb_textedit.h" />
|
||||
<ClInclude Include="..\..\..\src\3rd-party\imgui\imstb_truetype.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\src\3rd-party\imgui\imgui.cpp" />
|
||||
<ClCompile Include="..\..\..\src\3rd-party\imgui\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\..\src\3rd-party\imgui\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\..\src\3rd-party\imgui\imgui_stdlib.cpp" />
|
||||
<ClCompile Include="..\..\..\src\3rd-party\imgui\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\..\src\3rd-party\imgui\imgui_widgets.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
|
|
@ -104,4 +106,4 @@
|
|||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
|
@ -27,19 +27,25 @@
|
|||
<ClInclude Include="..\..\..\src\3rd-party\imgui\imstb_truetype.h">
|
||||
<Filter>include</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\..\src\3rd-party\imgui\imgui_stdlib.h">
|
||||
<Filter>include</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\src\3rd-party\imgui\imgui.cpp">
|
||||
<Filter>src</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\src\3rd-party\imgui\imgui_demo.cpp">
|
||||
<Filter>src</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\src\3rd-party\imgui\imgui_draw.cpp">
|
||||
<Filter>src</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\src\3rd-party\imgui\imgui_widgets.cpp">
|
||||
<Filter>src</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\src\3rd-party\imgui\imgui_tables.cpp">
|
||||
<Filter>src</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\src\3rd-party\imgui\imgui_stdlib.cpp">
|
||||
<Filter>src</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
|
@ -4,12 +4,13 @@ set(SOURCE_FILES
|
|||
imconfig.h
|
||||
imgui.cpp
|
||||
imgui.h
|
||||
imgui_demo.cpp
|
||||
imgui_draw.cpp
|
||||
imgui_internal.h
|
||||
imgui_widgets.cpp
|
||||
imstb_rectpack.h
|
||||
imstb_textedit.h
|
||||
imstb_truetype.h)
|
||||
imstb_truetype.h
|
||||
imgui_stdlib.h
|
||||
imgui_stdlib.cpp)
|
||||
|
||||
add_library(libimgui ${SOURCE_FILES})
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2014-2019 Omar Cornut
|
||||
Copyright (c) 2014-2023 Omar Cornut
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
|
|
|
|||
|
|
@ -1,40 +1,53 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// COMPILE-TIME OPTIONS FOR DEAR IMGUI
|
||||
// DEAR IMGUI COMPILE-TIME OPTIONS
|
||||
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
|
||||
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
|
||||
//-----------------------------------------------------------------------------
|
||||
// A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h)
|
||||
// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
|
||||
// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ dear imgui is used, which include
|
||||
// the imgui*.cpp files but also _any_ of your code that uses imgui. This is because some compile-time options have an affect on data structures.
|
||||
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
|
||||
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
|
||||
//-----------------------------------------------------------------------------
|
||||
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
|
||||
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
|
||||
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
|
||||
// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
|
||||
// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#pragma once
|
||||
|
||||
//---- Define assertion handler. Defaults to calling assert().
|
||||
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
|
||||
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
||||
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
|
||||
|
||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
|
||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
|
||||
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
|
||||
// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
|
||||
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
|
||||
//#define IMGUI_API __declspec( dllexport )
|
||||
//#define IMGUI_API __declspec( dllimport )
|
||||
|
||||
//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
|
||||
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
|
||||
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
|
||||
|
||||
//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
|
||||
//---- It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
|
||||
#define IMGUI_DISABLE_DEMO_WINDOWS
|
||||
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
|
||||
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
|
||||
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
|
||||
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
|
||||
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88).
|
||||
|
||||
//---- Don't implement some functions to reduce linkage requirements.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function.
|
||||
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
|
||||
//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
|
||||
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
|
||||
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
|
||||
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
|
||||
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
|
||||
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
|
||||
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
|
||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
||||
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
|
||||
|
||||
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
||||
|
|
@ -42,32 +55,75 @@
|
|||
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
|
||||
//#define IMGUI_USE_BGRA_PACKED_COLOR
|
||||
|
||||
//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
|
||||
//#define IMGUI_USE_WCHAR32
|
||||
|
||||
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
|
||||
// By default the embedded implementations are declared static and not available outside of imgui cpp files.
|
||||
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
|
||||
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
|
||||
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
|
||||
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined.
|
||||
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
|
||||
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
|
||||
//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined.
|
||||
|
||||
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
|
||||
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
|
||||
//#define IMGUI_USE_STB_SPRINTF
|
||||
|
||||
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
|
||||
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
|
||||
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
|
||||
//#define IMGUI_ENABLE_FREETYPE
|
||||
|
||||
//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT)
|
||||
// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided).
|
||||
// Only works in combination with IMGUI_ENABLE_FREETYPE.
|
||||
// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
|
||||
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
|
||||
|
||||
//---- Use stb_truetype to build and rasterize the font atlas (default)
|
||||
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
|
||||
//#define IMGUI_ENABLE_STB_TRUETYPE
|
||||
|
||||
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
|
||||
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
|
||||
/*
|
||||
#define IM_VEC2_CLASS_EXTRA \
|
||||
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
|
||||
#define IM_VEC2_CLASS_EXTRA \
|
||||
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
|
||||
operator MyVec2() const { return MyVec2(x,y); }
|
||||
|
||||
#define IM_VEC4_CLASS_EXTRA \
|
||||
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
|
||||
#define IM_VEC4_CLASS_EXTRA \
|
||||
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
|
||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
||||
*/
|
||||
//---- ...Or use Dear ImGui's own very basic math operators.
|
||||
//#define IMGUI_DEFINE_MATH_OPERATORS
|
||||
|
||||
//---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it.
|
||||
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
|
||||
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
|
||||
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
|
||||
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
|
||||
//#define ImDrawIdx unsigned int
|
||||
|
||||
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
|
||||
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
|
||||
//struct ImDrawList;
|
||||
//struct ImDrawCmd;
|
||||
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
|
||||
//#define ImDrawCallback MyImDrawCallback
|
||||
|
||||
//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
|
||||
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
|
||||
//#define IM_DEBUG_BREAK IM_ASSERT(0)
|
||||
//#define IM_DEBUG_BREAK __debugbreak()
|
||||
|
||||
//---- Debug Tools: Enable slower asserts
|
||||
//#define IMGUI_DEBUG_PARANOID
|
||||
|
||||
//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
|
||||
/*
|
||||
namespace ImGui
|
||||
{
|
||||
void MyFunction(const char* name, const MyMatrix44& v);
|
||||
void MyFunction(const char* name, MyMatrix44* mtx);
|
||||
}
|
||||
*/
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,85 @@
|
|||
// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
|
||||
// This is also an example of how you may wrap your own similar types.
|
||||
|
||||
// Changelog:
|
||||
// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string
|
||||
|
||||
// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki:
|
||||
// https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_stdlib.h"
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#endif
|
||||
|
||||
struct InputTextCallback_UserData
|
||||
{
|
||||
std::string* Str;
|
||||
ImGuiInputTextCallback ChainCallback;
|
||||
void* ChainCallbackUserData;
|
||||
};
|
||||
|
||||
static int InputTextCallback(ImGuiInputTextCallbackData* data)
|
||||
{
|
||||
InputTextCallback_UserData* user_data = (InputTextCallback_UserData*)data->UserData;
|
||||
if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)
|
||||
{
|
||||
// Resize string callback
|
||||
// If for some reason we refuse the new length (BufTextLen) and/or capacity (BufSize) we need to set them back to what we want.
|
||||
std::string* str = user_data->Str;
|
||||
IM_ASSERT(data->Buf == str->c_str());
|
||||
str->resize(data->BufTextLen);
|
||||
data->Buf = (char*)str->c_str();
|
||||
}
|
||||
else if (user_data->ChainCallback)
|
||||
{
|
||||
// Forward to user callback, if any
|
||||
data->UserData = user_data->ChainCallbackUserData;
|
||||
return user_data->ChainCallback(data);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool ImGui::InputText(const char* label, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
|
||||
{
|
||||
IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
|
||||
flags |= ImGuiInputTextFlags_CallbackResize;
|
||||
|
||||
InputTextCallback_UserData cb_user_data;
|
||||
cb_user_data.Str = str;
|
||||
cb_user_data.ChainCallback = callback;
|
||||
cb_user_data.ChainCallbackUserData = user_data;
|
||||
return InputText(label, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data);
|
||||
}
|
||||
|
||||
bool ImGui::InputTextMultiline(const char* label, std::string* str, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
|
||||
{
|
||||
IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
|
||||
flags |= ImGuiInputTextFlags_CallbackResize;
|
||||
|
||||
InputTextCallback_UserData cb_user_data;
|
||||
cb_user_data.Str = str;
|
||||
cb_user_data.ChainCallback = callback;
|
||||
cb_user_data.ChainCallbackUserData = user_data;
|
||||
return InputTextMultiline(label, (char*)str->c_str(), str->capacity() + 1, size, flags, InputTextCallback, &cb_user_data);
|
||||
}
|
||||
|
||||
bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
|
||||
{
|
||||
IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
|
||||
flags |= ImGuiInputTextFlags_CallbackResize;
|
||||
|
||||
InputTextCallback_UserData cb_user_data;
|
||||
cb_user_data.Str = str;
|
||||
cb_user_data.ChainCallback = callback;
|
||||
cb_user_data.ChainCallbackUserData = user_data;
|
||||
return InputTextWithHint(label, hint, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data);
|
||||
}
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
|
@ -0,0 +1,21 @@
|
|||
// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
|
||||
// This is also an example of how you may wrap your own similar types.
|
||||
|
||||
// Changelog:
|
||||
// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string
|
||||
|
||||
// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki:
|
||||
// https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
|
||||
namespace ImGui
|
||||
{
|
||||
// ImGui::InputText() with std::string
|
||||
// Because text input needs dynamic resizing, we need to setup a callback to grow the capacity
|
||||
IMGUI_API bool InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr);
|
||||
IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr);
|
||||
IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr);
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
|
@ -1,9 +1,19 @@
|
|||
// stb_rect_pack.h - v0.11 - public domain - rectangle packing
|
||||
// [DEAR IMGUI]
|
||||
// This is a slightly modified version of stb_rect_pack.h 1.01.
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
//
|
||||
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
|
||||
// Sean Barrett 2014
|
||||
//
|
||||
// Useful for e.g. packing rectangular textures into an atlas.
|
||||
// Does not do rotation.
|
||||
//
|
||||
// Before #including,
|
||||
//
|
||||
// #define STB_RECT_PACK_IMPLEMENTATION
|
||||
//
|
||||
// in the file that you want to have the implementation.
|
||||
//
|
||||
// Not necessarily the awesomest packing method, but better than
|
||||
// the totally naive one in stb_truetype (which is primarily what
|
||||
// this is meant to replace).
|
||||
|
|
@ -28,12 +38,16 @@
|
|||
// Minor features
|
||||
// Martins Mozeiko
|
||||
// github:IntellectualKitty
|
||||
//
|
||||
//
|
||||
// Bugfixes / warning fixes
|
||||
// Jeremy Jaussaud
|
||||
// Fabian Giesen
|
||||
//
|
||||
// Version history:
|
||||
//
|
||||
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
|
||||
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
|
||||
// 0.99 (2019-02-07) warning fixes
|
||||
// 0.11 (2017-03-03) return packing success/fail result
|
||||
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
|
||||
// 0.09 (2016-08-27) fix compiler warnings
|
||||
|
|
@ -72,11 +86,10 @@ typedef struct stbrp_context stbrp_context;
|
|||
typedef struct stbrp_node stbrp_node;
|
||||
typedef struct stbrp_rect stbrp_rect;
|
||||
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
typedef int stbrp_coord;
|
||||
#else
|
||||
typedef unsigned short stbrp_coord;
|
||||
#endif
|
||||
|
||||
#define STBRP__MAXVAL 0x7fffffff
|
||||
// Mostly for internal use, but this is the maximum supported coordinate value.
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
|
||||
// Assign packed locations to rectangles. The rectangles are of type
|
||||
|
|
@ -206,7 +219,7 @@ struct stbrp_context
|
|||
|
||||
#ifdef _MSC_VER
|
||||
#define STBRP__NOTUSED(v) (void)(v)
|
||||
#define STBRP__CDECL __cdecl
|
||||
#define STBRP__CDECL __cdecl
|
||||
#else
|
||||
#define STBRP__NOTUSED(v) (void)sizeof(v)
|
||||
#define STBRP__CDECL
|
||||
|
|
@ -252,9 +265,6 @@ STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_ou
|
|||
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
|
||||
{
|
||||
int i;
|
||||
#ifndef STBRP_LARGE_RECTS
|
||||
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
|
||||
#endif
|
||||
|
||||
for (i=0; i < num_nodes-1; ++i)
|
||||
nodes[i].next = &nodes[i+1];
|
||||
|
|
@ -273,11 +283,7 @@ STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height,
|
|||
context->extra[0].y = 0;
|
||||
context->extra[0].next = &context->extra[1];
|
||||
context->extra[1].x = (stbrp_coord) width;
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
context->extra[1].y = (1<<30);
|
||||
#else
|
||||
context->extra[1].y = 65535;
|
||||
#endif
|
||||
context->extra[1].next = NULL;
|
||||
}
|
||||
|
||||
|
|
@ -349,6 +355,13 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt
|
|||
width -= width % c->align;
|
||||
STBRP_ASSERT(width % c->align == 0);
|
||||
|
||||
// if it can't possibly fit, bail immediately
|
||||
if (width > c->width || height > c->height) {
|
||||
fr.prev_link = NULL;
|
||||
fr.x = fr.y = 0;
|
||||
return fr;
|
||||
}
|
||||
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
while (node->x + width <= c->width) {
|
||||
|
|
@ -412,11 +425,11 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt
|
|||
}
|
||||
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
|
||||
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
|
||||
if (y + height < c->height) {
|
||||
if (y + height <= c->height) {
|
||||
if (y <= best_y) {
|
||||
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
||||
best_x = xpos;
|
||||
STBRP_ASSERT(y <= best_y);
|
||||
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
|
|
@ -424,7 +437,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt
|
|||
}
|
||||
}
|
||||
tail = tail->next;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fr.prev_link = best;
|
||||
|
|
@ -530,12 +543,6 @@ static int STBRP__CDECL rect_original_order(const void *a, const void *b)
|
|||
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
|
||||
}
|
||||
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
#define STBRP__MAXVAL 0xffffffff
|
||||
#else
|
||||
#define STBRP__MAXVAL 0xffff
|
||||
#endif
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
|
||||
{
|
||||
int i, all_rects_packed = 1;
|
||||
|
|
@ -543,9 +550,6 @@ STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int nu
|
|||
// we use the 'was_packed' field internally to allow sorting/unsorting
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = i;
|
||||
#ifndef STBRP_LARGE_RECTS
|
||||
STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff);
|
||||
#endif
|
||||
}
|
||||
|
||||
// sort according to heuristic
|
||||
|
|
@ -586,38 +590,38 @@ This software is available under 2 licenses -- choose whichever you prefer.
|
|||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE A - MIT License
|
||||
Copyright (c) 2017 Sean Barrett
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||
This is free and unencumbered software released into the public domain.
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
software, either in source code form or as a compiled binary, for any purpose,
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
software, either in source code form or as a compiled binary, for any purpose,
|
||||
commercial or non-commercial, and by any means.
|
||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
software dedicate any and all copyright interest in the software to the public
|
||||
domain. We make this dedication for the benefit of the public at large and to
|
||||
the detriment of our heirs and successors. We intend this dedication to be an
|
||||
overt act of relinquishment in perpetuity of all present and future rights to
|
||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
software dedicate any and all copyright interest in the software to the public
|
||||
domain. We make this dedication for the benefit of the public at large and to
|
||||
the detriment of our heirs and successors. We intend this dedication to be an
|
||||
overt act of relinquishment in perpetuity of all present and future rights to
|
||||
this software under copyright law.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
*/
|
||||
|
|
|
|||
|
|
@ -1,9 +1,11 @@
|
|||
// [ImGui] this is a slightly modified version of stb_textedit.h 1.12. Those changes would need to be pushed into nothings/stb
|
||||
// [ImGui] - 2018-06: fixed undo/redo after pasting large amount of text (over 32 kb). Redo will still fail when undo buffers are exhausted, but text won't be corrupted (see nothings/stb issue #620)
|
||||
// [ImGui] - 2018-06: fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
|
||||
// [ImGui] - fixed some minor warnings
|
||||
// [DEAR IMGUI]
|
||||
// This is a slightly modified version of stb_textedit.h 1.14.
|
||||
// Those changes would need to be pushed into nothings/stb:
|
||||
// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
|
||||
// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000)
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
|
||||
// stb_textedit.h - v1.12 - public domain - Sean Barrett
|
||||
// stb_textedit.h - v1.14 - public domain - Sean Barrett
|
||||
// Development of this library was sponsored by RAD Game Tools
|
||||
//
|
||||
// This C header file implements the guts of a multi-line text-editing
|
||||
|
|
@ -18,7 +20,7 @@
|
|||
// texts, as its performance does not scale and it has limited undo).
|
||||
//
|
||||
// Non-trivial behaviors are modelled after Windows text controls.
|
||||
//
|
||||
//
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
|
|
@ -34,6 +36,8 @@
|
|||
//
|
||||
// VERSION HISTORY
|
||||
//
|
||||
// 1.14 (2021-07-11) page up/down, various fixes
|
||||
// 1.13 (2019-02-07) fix bug in undo size management
|
||||
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
|
||||
// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
|
||||
// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual
|
||||
|
|
@ -56,6 +60,7 @@
|
|||
// Ulf Winklemann: move-by-word in 1.1
|
||||
// Fabian Giesen: secondary key inputs in 1.5
|
||||
// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6
|
||||
// Louis Schnellbach: page up/down in 1.14
|
||||
//
|
||||
// Bugfixes:
|
||||
// Scott Graham
|
||||
|
|
@ -91,8 +96,8 @@
|
|||
// moderate sizes. The undo system does no memory allocations, so
|
||||
// it grows STB_TexteditState by the worst-case storage which is (in bytes):
|
||||
//
|
||||
// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT
|
||||
// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHAR_COUNT
|
||||
// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT
|
||||
// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT
|
||||
//
|
||||
//
|
||||
// Implementation mode:
|
||||
|
|
@ -146,6 +151,8 @@
|
|||
// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right
|
||||
// STB_TEXTEDIT_K_UP keyboard input to move cursor up
|
||||
// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down
|
||||
// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page
|
||||
// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page
|
||||
// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME
|
||||
// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END
|
||||
// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME
|
||||
|
|
@ -168,14 +175,10 @@
|
|||
// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text
|
||||
// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text
|
||||
//
|
||||
// Todo:
|
||||
// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page
|
||||
// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page
|
||||
//
|
||||
// Keyboard input must be encoded as a single integer value; e.g. a character code
|
||||
// and some bitflags that represent shift states. to simplify the interface, SHIFT must
|
||||
// be a bitflag, so we can test the shifted state of cursor movements to allow selection,
|
||||
// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.
|
||||
// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.
|
||||
//
|
||||
// You can encode other things, such as CONTROL or ALT, in additional bits, and
|
||||
// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example,
|
||||
|
|
@ -217,20 +220,20 @@
|
|||
// call this with the mouse x,y on a mouse down; it will update the cursor
|
||||
// and reset the selection start/end to the cursor point. the x,y must
|
||||
// be relative to the text widget, with (0,0) being the top left.
|
||||
//
|
||||
//
|
||||
// drag:
|
||||
// call this with the mouse x,y on a mouse drag/up; it will update the
|
||||
// cursor and the selection end point
|
||||
//
|
||||
//
|
||||
// cut:
|
||||
// call this to delete the current selection; returns true if there was
|
||||
// one. you should FIRST copy the current selection to the system paste buffer.
|
||||
// (To copy, just copy the current selection out of the string yourself.)
|
||||
//
|
||||
//
|
||||
// paste:
|
||||
// call this to paste text at the current cursor point or over the current
|
||||
// selection if there is one.
|
||||
//
|
||||
//
|
||||
// key:
|
||||
// call this for keyboard inputs sent to the textfield. you can use it
|
||||
// for "key down" events or for "translated" key events. if you need to
|
||||
|
|
@ -241,7 +244,7 @@
|
|||
// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to
|
||||
// anything other type you wante before including.
|
||||
//
|
||||
//
|
||||
//
|
||||
// When rendering, you can read the cursor position and selection state from
|
||||
// the STB_TexteditState.
|
||||
//
|
||||
|
|
@ -335,6 +338,10 @@ typedef struct
|
|||
// each textfield keeps its own insert mode state. to keep an app-wide
|
||||
// insert mode, copy this value in/out of the app state
|
||||
|
||||
int row_count_per_page;
|
||||
// page size in number of row.
|
||||
// this value MUST be set to >0 for pageup or pagedown in multilines documents.
|
||||
|
||||
/////////////////////
|
||||
//
|
||||
// private data
|
||||
|
|
@ -518,29 +525,14 @@ static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *s
|
|||
int z = STB_TEXTEDIT_STRINGLEN(str);
|
||||
int i=0, first;
|
||||
|
||||
if (n == z) {
|
||||
// if it's at the end, then find the last line -- simpler than trying to
|
||||
// explicitly handle this case in the regular code
|
||||
if (single_line) {
|
||||
STB_TEXTEDIT_LAYOUTROW(&r, str, 0);
|
||||
find->y = 0;
|
||||
find->first_char = 0;
|
||||
find->length = z;
|
||||
find->height = r.ymax - r.ymin;
|
||||
find->x = r.x1;
|
||||
} else {
|
||||
find->y = 0;
|
||||
find->x = 0;
|
||||
find->height = 1;
|
||||
while (i < z) {
|
||||
STB_TEXTEDIT_LAYOUTROW(&r, str, i);
|
||||
prev_start = i;
|
||||
i += r.num_chars;
|
||||
}
|
||||
find->first_char = i;
|
||||
find->length = 0;
|
||||
find->prev_first = prev_start;
|
||||
}
|
||||
if (n == z && single_line) {
|
||||
// special case if it's at the end (may not be needed?)
|
||||
STB_TEXTEDIT_LAYOUTROW(&r, str, 0);
|
||||
find->y = 0;
|
||||
find->first_char = 0;
|
||||
find->length = z;
|
||||
find->height = r.ymax - r.ymin;
|
||||
find->x = r.x1;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -551,9 +543,13 @@ static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *s
|
|||
STB_TEXTEDIT_LAYOUTROW(&r, str, i);
|
||||
if (n < i + r.num_chars)
|
||||
break;
|
||||
if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line
|
||||
break; // [DEAR IMGUI]
|
||||
prev_start = i;
|
||||
i += r.num_chars;
|
||||
find->y += r.baseline_y_delta;
|
||||
if (i == z) // [DEAR IMGUI]
|
||||
break; // [DEAR IMGUI]
|
||||
}
|
||||
|
||||
find->first_char = first = i;
|
||||
|
|
@ -692,7 +688,7 @@ static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state)
|
|||
static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
{
|
||||
if (STB_TEXT_HAS_SELECTION(state)) {
|
||||
stb_textedit_delete_selection(str,state); // implicity clamps
|
||||
stb_textedit_delete_selection(str,state); // implicitly clamps
|
||||
state->has_preferred_x = 0;
|
||||
return 1;
|
||||
}
|
||||
|
|
@ -712,9 +708,7 @@ static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditSta
|
|||
state->has_preferred_x = 0;
|
||||
return 1;
|
||||
}
|
||||
// remove the undo since we didn't actually insert the characters
|
||||
if (state->undostate.undo_point)
|
||||
--state->undostate.undo_point;
|
||||
// note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details)
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
@ -744,7 +738,7 @@ retry:
|
|||
state->has_preferred_x = 0;
|
||||
}
|
||||
} else {
|
||||
stb_textedit_delete_selection(str,state); // implicity clamps
|
||||
stb_textedit_delete_selection(str,state); // implicitly clamps
|
||||
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
|
||||
stb_text_makeundo_insert(state, state->cursor, 1);
|
||||
++state->cursor;
|
||||
|
|
@ -760,7 +754,7 @@ retry:
|
|||
state->insert_mode = !state->insert_mode;
|
||||
break;
|
||||
#endif
|
||||
|
||||
|
||||
case STB_TEXTEDIT_K_UNDO:
|
||||
stb_text_undo(str, state);
|
||||
state->has_preferred_x = 0;
|
||||
|
|
@ -775,7 +769,7 @@ retry:
|
|||
// if currently there's a selection, move cursor to start of selection
|
||||
if (STB_TEXT_HAS_SELECTION(state))
|
||||
stb_textedit_move_to_first(state);
|
||||
else
|
||||
else
|
||||
if (state->cursor > 0)
|
||||
--state->cursor;
|
||||
state->has_preferred_x = 0;
|
||||
|
|
@ -824,7 +818,7 @@ retry:
|
|||
|
||||
#ifdef STB_TEXTEDIT_MOVEWORDRIGHT
|
||||
case STB_TEXTEDIT_K_WORDRIGHT:
|
||||
if (STB_TEXT_HAS_SELECTION(state))
|
||||
if (STB_TEXT_HAS_SELECTION(state))
|
||||
stb_textedit_move_to_last(str, state);
|
||||
else {
|
||||
state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
|
||||
|
|
@ -853,12 +847,16 @@ retry:
|
|||
break;
|
||||
|
||||
case STB_TEXTEDIT_K_DOWN:
|
||||
case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: {
|
||||
case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT:
|
||||
case STB_TEXTEDIT_K_PGDOWN:
|
||||
case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: {
|
||||
StbFindState find;
|
||||
StbTexteditRow row;
|
||||
int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
|
||||
int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
|
||||
int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN;
|
||||
int row_count = is_page ? state->row_count_per_page : 1;
|
||||
|
||||
if (state->single_line) {
|
||||
if (!is_page && state->single_line) {
|
||||
// on windows, up&down in single-line behave like left&right
|
||||
key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT);
|
||||
goto retry;
|
||||
|
|
@ -867,17 +865,25 @@ retry:
|
|||
if (sel)
|
||||
stb_textedit_prep_selection_at_cursor(state);
|
||||
else if (STB_TEXT_HAS_SELECTION(state))
|
||||
stb_textedit_move_to_last(str,state);
|
||||
stb_textedit_move_to_last(str, state);
|
||||
|
||||
// compute current position of cursor point
|
||||
stb_textedit_clamp(str, state);
|
||||
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
|
||||
|
||||
// now find character position down a row
|
||||
if (find.length) {
|
||||
float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
|
||||
float x;
|
||||
for (j = 0; j < row_count; ++j) {
|
||||
float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;
|
||||
int start = find.first_char + find.length;
|
||||
|
||||
if (find.length == 0)
|
||||
break;
|
||||
|
||||
// [DEAR IMGUI]
|
||||
// going down while being on the last line shouldn't bring us to that line end
|
||||
if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE)
|
||||
break;
|
||||
|
||||
// now find character position down a row
|
||||
state->cursor = start;
|
||||
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
|
||||
x = row.x0;
|
||||
|
|
@ -899,17 +905,25 @@ retry:
|
|||
|
||||
if (sel)
|
||||
state->select_end = state->cursor;
|
||||
|
||||
// go to next line
|
||||
find.first_char = find.first_char + find.length;
|
||||
find.length = row.num_chars;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
case STB_TEXTEDIT_K_UP:
|
||||
case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: {
|
||||
case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT:
|
||||
case STB_TEXTEDIT_K_PGUP:
|
||||
case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: {
|
||||
StbFindState find;
|
||||
StbTexteditRow row;
|
||||
int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
|
||||
int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
|
||||
int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP;
|
||||
int row_count = is_page ? state->row_count_per_page : 1;
|
||||
|
||||
if (state->single_line) {
|
||||
if (!is_page && state->single_line) {
|
||||
// on windows, up&down become left&right
|
||||
key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT);
|
||||
goto retry;
|
||||
|
|
@ -924,11 +938,14 @@ retry:
|
|||
stb_textedit_clamp(str, state);
|
||||
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
|
||||
|
||||
// can only go up if there's a previous row
|
||||
if (find.prev_first != find.first_char) {
|
||||
for (j = 0; j < row_count; ++j) {
|
||||
float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;
|
||||
|
||||
// can only go up if there's a previous row
|
||||
if (find.prev_first == find.first_char)
|
||||
break;
|
||||
|
||||
// now find character position up a row
|
||||
float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
|
||||
float x;
|
||||
state->cursor = find.prev_first;
|
||||
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
|
||||
x = row.x0;
|
||||
|
|
@ -950,6 +967,14 @@ retry:
|
|||
|
||||
if (sel)
|
||||
state->select_end = state->cursor;
|
||||
|
||||
// go to previous line
|
||||
// (we need to scan previous line the hard way. maybe we could expose this as a new API function?)
|
||||
prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0;
|
||||
while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE)
|
||||
--prev_scan;
|
||||
find.first_char = find.prev_first;
|
||||
find.prev_first = prev_scan;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
|
@ -979,7 +1004,7 @@ retry:
|
|||
}
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
|
||||
|
||||
#ifdef STB_TEXTEDIT_K_TEXTSTART2
|
||||
case STB_TEXTEDIT_K_TEXTSTART2:
|
||||
#endif
|
||||
|
|
@ -996,7 +1021,7 @@ retry:
|
|||
state->select_start = state->select_end = 0;
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
|
||||
|
||||
#ifdef STB_TEXTEDIT_K_TEXTSTART2
|
||||
case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT:
|
||||
#endif
|
||||
|
|
@ -1073,10 +1098,6 @@ retry:
|
|||
state->has_preferred_x = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
// @TODO:
|
||||
// STB_TEXTEDIT_K_PGUP - move cursor up a page
|
||||
// STB_TEXTEDIT_K_PGDOWN - move cursor down a page
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1132,7 +1153,14 @@ static void stb_textedit_discard_redo(StbUndoState *state)
|
|||
state->undo_rec[i].char_storage += n;
|
||||
}
|
||||
// now move all the redo records towards the end of the buffer; the first one is at 'redo_point'
|
||||
STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, (size_t) ((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
|
||||
// [DEAR IMGUI]
|
||||
size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));
|
||||
const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;
|
||||
const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;
|
||||
IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin);
|
||||
IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end);
|
||||
STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size);
|
||||
|
||||
// now move redo_point to point to the new one
|
||||
++state->redo_point;
|
||||
}
|
||||
|
|
@ -1341,6 +1369,7 @@ static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_lin
|
|||
state->initialized = 1;
|
||||
state->single_line = (unsigned char) is_single_line;
|
||||
state->insert_mode = 0;
|
||||
state->row_count_per_page = 0;
|
||||
}
|
||||
|
||||
// API initialize
|
||||
|
|
@ -1371,38 +1400,38 @@ This software is available under 2 licenses -- choose whichever you prefer.
|
|||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE A - MIT License
|
||||
Copyright (c) 2017 Sean Barrett
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||
This is free and unencumbered software released into the public domain.
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
software, either in source code form or as a compiled binary, for any purpose,
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
software, either in source code form or as a compiled binary, for any purpose,
|
||||
commercial or non-commercial, and by any means.
|
||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
software dedicate any and all copyright interest in the software to the public
|
||||
domain. We make this dedication for the benefit of the public at large and to
|
||||
the detriment of our heirs and successors. We intend this dedication to be an
|
||||
overt act of relinquishment in perpetuity of all present and future rights to
|
||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
software dedicate any and all copyright interest in the software to the public
|
||||
domain. We make this dedication for the benefit of the public at large and to
|
||||
the detriment of our heirs and successors. We intend this dedication to be an
|
||||
overt act of relinquishment in perpetuity of all present and future rights to
|
||||
this software under copyright law.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
*/
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load Diff
|
|
@ -13,64 +13,162 @@ namespace kiwano
|
|||
{
|
||||
namespace imgui
|
||||
{
|
||||
ImGuiModule::ImGuiModule()
|
||||
|
||||
ImGuiKey KeyCodeToImGuiKey(const KeyCode code)
|
||||
{
|
||||
switch (code)
|
||||
{
|
||||
case KeyCode::Tab:
|
||||
return ImGuiKey_Tab;
|
||||
case KeyCode::Left:
|
||||
return ImGuiKey_LeftArrow;
|
||||
case KeyCode::Right:
|
||||
return ImGuiKey_RightArrow;
|
||||
case KeyCode::Up:
|
||||
return ImGuiKey_UpArrow;
|
||||
case KeyCode::Down:
|
||||
return ImGuiKey_DownArrow;
|
||||
case KeyCode::Delete:
|
||||
return ImGuiKey_Delete;
|
||||
case KeyCode::Back:
|
||||
return ImGuiKey_Backspace;
|
||||
case KeyCode::Space:
|
||||
return ImGuiKey_Space;
|
||||
case KeyCode::Enter:
|
||||
return ImGuiKey_Enter;
|
||||
case KeyCode::Esc:
|
||||
return ImGuiKey_Escape;
|
||||
case KeyCode::Num0:
|
||||
case KeyCode::Num1:
|
||||
case KeyCode::Num2:
|
||||
case KeyCode::Num3:
|
||||
case KeyCode::Num4:
|
||||
case KeyCode::Num5:
|
||||
case KeyCode::Num6:
|
||||
case KeyCode::Num7:
|
||||
case KeyCode::Num8:
|
||||
case KeyCode::Num9:
|
||||
return ImGuiKey(ImGuiKey_0 + (code - KeyCode::Num0));
|
||||
case KeyCode::Numpad0:
|
||||
case KeyCode::Numpad1:
|
||||
case KeyCode::Numpad2:
|
||||
case KeyCode::Numpad3:
|
||||
case KeyCode::Numpad4:
|
||||
case KeyCode::Numpad5:
|
||||
case KeyCode::Numpad6:
|
||||
case KeyCode::Numpad7:
|
||||
case KeyCode::Numpad8:
|
||||
case KeyCode::Numpad9:
|
||||
return ImGuiKey(ImGuiKey_Keypad0 + (code - KeyCode::Numpad0));
|
||||
case KeyCode::A:
|
||||
case KeyCode::B:
|
||||
case KeyCode::C:
|
||||
case KeyCode::D:
|
||||
case KeyCode::E:
|
||||
case KeyCode::F:
|
||||
case KeyCode::G:
|
||||
case KeyCode::H:
|
||||
case KeyCode::I:
|
||||
case KeyCode::J:
|
||||
case KeyCode::K:
|
||||
case KeyCode::L:
|
||||
case KeyCode::M:
|
||||
case KeyCode::N:
|
||||
case KeyCode::O:
|
||||
case KeyCode::P:
|
||||
case KeyCode::Q:
|
||||
case KeyCode::R:
|
||||
case KeyCode::S:
|
||||
case KeyCode::T:
|
||||
case KeyCode::U:
|
||||
case KeyCode::V:
|
||||
case KeyCode::W:
|
||||
case KeyCode::X:
|
||||
case KeyCode::Y:
|
||||
case KeyCode::Z:
|
||||
return ImGuiKey(ImGuiKey_A + (code - KeyCode::A));
|
||||
case KeyCode::F1:
|
||||
case KeyCode::F2:
|
||||
case KeyCode::F3:
|
||||
case KeyCode::F4:
|
||||
case KeyCode::F5:
|
||||
case KeyCode::F6:
|
||||
case KeyCode::F7:
|
||||
case KeyCode::F8:
|
||||
case KeyCode::F9:
|
||||
case KeyCode::F10:
|
||||
case KeyCode::F11:
|
||||
case KeyCode::F12:
|
||||
return ImGuiKey(ImGuiKey_F1 + (code - KeyCode::F1));
|
||||
default:
|
||||
return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
ImGuiModule::ImGuiModule() {}
|
||||
|
||||
void ImGuiModule::SetupModule()
|
||||
{
|
||||
window_ = Application::GetInstance().GetWindow();
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
(void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
|
||||
window_ = Application::GetInstance().GetWindow();
|
||||
this->InitPlatform();
|
||||
ImGui_Impl_Init();
|
||||
}
|
||||
|
||||
void ImGuiModule::InitPlatform()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
io.BackendPlatformUserData = (void*)this;
|
||||
io.BackendPlatformName = "imgui_impl_win32";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)window_->GetHandle();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |=
|
||||
ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;
|
||||
io.BackendPlatformName = "imgui_impl_win32";
|
||||
io.ImeWindowHandle = window_->GetHandle();
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during
|
||||
// the application lifetime.
|
||||
io.KeyMap[ImGuiKey_Tab] = (int)KeyCode::Tab;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = (int)KeyCode::Left;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = (int)KeyCode::Right;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = (int)KeyCode::Up;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = (int)KeyCode::Down;
|
||||
io.KeyMap[ImGuiKey_Delete] = (int)KeyCode::Delete;
|
||||
io.KeyMap[ImGuiKey_Backspace] = (int)KeyCode::Back;
|
||||
io.KeyMap[ImGuiKey_Space] = (int)KeyCode::Space;
|
||||
io.KeyMap[ImGuiKey_Enter] = (int)KeyCode::Enter;
|
||||
io.KeyMap[ImGuiKey_Escape] = (int)KeyCode::Esc;
|
||||
io.KeyMap[ImGuiKey_A] = (int)KeyCode::A;
|
||||
io.KeyMap[ImGuiKey_C] = (int)KeyCode::C;
|
||||
io.KeyMap[ImGuiKey_V] = (int)KeyCode::V;
|
||||
io.KeyMap[ImGuiKey_X] = (int)KeyCode::X;
|
||||
io.KeyMap[ImGuiKey_Y] = (int)KeyCode::Y;
|
||||
io.KeyMap[ImGuiKey_Z] = (int)KeyCode::Z;
|
||||
|
||||
ImGui_Impl_Init();
|
||||
}
|
||||
|
||||
void ImGuiModule::DestroyModule()
|
||||
{
|
||||
ImGui_Impl_Shutdown();
|
||||
this->ShutdownPlatform();
|
||||
ImGui::DestroyContext();
|
||||
}
|
||||
|
||||
void ImGuiModule::ShutdownPlatform()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGuiModule::OnUpdate(UpdateModuleContext& ctx)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup time step
|
||||
io.DeltaTime = ctx.dt.GetSeconds();
|
||||
if (io.DeltaTime <= 0.f)
|
||||
{
|
||||
// Prevent from failed assertion
|
||||
io.DeltaTime = 0.0001f;
|
||||
}
|
||||
|
||||
// Read keyboard modifiers inputs
|
||||
io.KeyCtrl = Input::GetInstance().IsDown(KeyCode::Ctrl);
|
||||
|
|
@ -79,9 +177,6 @@ void ImGuiModule::OnUpdate(UpdateModuleContext& ctx)
|
|||
io.KeySuper = Input::GetInstance().IsDown(KeyCode::Super);
|
||||
// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the HandleEvent function below.
|
||||
|
||||
// Update OS mouse position
|
||||
UpdateMousePos();
|
||||
|
||||
// Update OS mouse cursor with the cursor requested by imgui
|
||||
UpdateMouseCursor();
|
||||
|
||||
|
|
@ -93,7 +188,6 @@ void ImGuiModule::BeforeRender(RenderModuleContext& ctx)
|
|||
ImGui_Impl_NewFrame();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
KGE_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built!");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
Size display_size = Renderer::GetInstance().GetOutputSize();
|
||||
|
|
@ -118,7 +212,12 @@ void ImGuiModule::HandleEvent(EventModuleContext& ctx)
|
|||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (evt->IsType<MouseEvent>())
|
||||
{
|
||||
if (evt->IsType<MouseDownEvent>())
|
||||
if (evt->IsType<MouseMoveEvent>())
|
||||
{
|
||||
const auto& pos = dynamic_cast<MouseMoveEvent*>(evt)->pos;
|
||||
io.AddMousePosEvent(pos.x, pos.y);
|
||||
}
|
||||
else if (evt->IsType<MouseDownEvent>())
|
||||
{
|
||||
MouseButton button = dynamic_cast<MouseDownEvent*>(evt)->button;
|
||||
int index = 0;
|
||||
|
|
@ -128,7 +227,7 @@ void ImGuiModule::HandleEvent(EventModuleContext& ctx)
|
|||
index = 1;
|
||||
else if (button == MouseButton::Middle)
|
||||
index = 2;
|
||||
io.MouseDown[index] = true;
|
||||
io.AddMouseButtonEvent(index, true);
|
||||
}
|
||||
else if (evt->IsType<MouseUpEvent>())
|
||||
{
|
||||
|
|
@ -140,55 +239,51 @@ void ImGuiModule::HandleEvent(EventModuleContext& ctx)
|
|||
index = 1;
|
||||
else if (button == MouseButton::Middle)
|
||||
index = 2;
|
||||
io.MouseDown[index] = false;
|
||||
io.AddMouseButtonEvent(index, false);
|
||||
}
|
||||
else if (evt->IsType<MouseWheelEvent>())
|
||||
{
|
||||
float wheel = dynamic_cast<MouseWheelEvent*>(evt)->wheel;
|
||||
io.MouseWheel += wheel;
|
||||
io.AddMouseWheelEvent(0.0f, wheel);
|
||||
}
|
||||
}
|
||||
else if (evt->IsType<KeyEvent>())
|
||||
{
|
||||
if (evt->IsType<KeyDownEvent>())
|
||||
{
|
||||
KeyCode key = dynamic_cast<KeyDownEvent*>(evt)->code;
|
||||
io.KeysDown[(int)key] = true;
|
||||
KeyCode key = dynamic_cast<KeyDownEvent*>(evt)->code;
|
||||
io.AddKeyEvent(KeyCodeToImGuiKey(key), true);
|
||||
}
|
||||
else if (evt->IsType<KeyUpEvent>())
|
||||
{
|
||||
KeyCode key = dynamic_cast<KeyUpEvent*>(evt)->code;
|
||||
io.KeysDown[(int)key] = false;
|
||||
KeyCode key = dynamic_cast<KeyUpEvent*>(evt)->code;
|
||||
io.AddKeyEvent(KeyCodeToImGuiKey(key), false);
|
||||
}
|
||||
else if (evt->IsType<KeyCharEvent>())
|
||||
{
|
||||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||
char ch = dynamic_cast<KeyCharEvent*>(evt)->value;
|
||||
io.AddInputCharacter(static_cast<ImWchar>(ch));
|
||||
}
|
||||
else if (evt->IsType<IMEInputEvent>())
|
||||
{
|
||||
const auto& str = dynamic_cast<IMEInputEvent*>(evt)->value;
|
||||
const auto utf8_str = strings::WideToUTF8(strings::NarrowToWide(str));
|
||||
io.AddInputCharactersUTF8(utf8_str.c_str());
|
||||
}
|
||||
}
|
||||
else if (evt->IsType<WindowEvent>())
|
||||
{
|
||||
if (evt->IsType<WindowFocusChangedEvent>())
|
||||
{
|
||||
bool focus = dynamic_cast<WindowFocusChangedEvent*>(evt)->focus;
|
||||
io.AddFocusEvent(focus);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ctx.Next();
|
||||
}
|
||||
|
||||
void ImGuiModule::UpdateMousePos()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by
|
||||
// user)
|
||||
if (io.WantSetMousePos)
|
||||
{
|
||||
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
|
||||
::ClientToScreen(window_->GetHandle(), &pos);
|
||||
::SetCursorPos(pos.x, pos.y);
|
||||
}
|
||||
|
||||
Point pos = Input::GetInstance().GetMousePos();
|
||||
io.MousePos = ImVec2(pos.x, pos.y);
|
||||
}
|
||||
|
||||
void ImGuiModule::UpdateMouseCursor()
|
||||
{
|
||||
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
|
|
@ -227,6 +322,9 @@ void ImGuiModule::UpdateMouseCursor()
|
|||
case ImGuiMouseCursor_Hand:
|
||||
cursor = CursorType::Hand;
|
||||
break;
|
||||
case ImGuiMouseCursor_NotAllowed:
|
||||
cursor = CursorType::No;
|
||||
break;
|
||||
}
|
||||
|
||||
window_->SetCursor(cursor);
|
||||
|
|
|
|||
|
|
@ -54,7 +54,9 @@ public:
|
|||
void HandleEvent(EventModuleContext& ctx) override;
|
||||
|
||||
private:
|
||||
void UpdateMousePos();
|
||||
void InitPlatform();
|
||||
|
||||
void ShutdownPlatform();
|
||||
|
||||
void UpdateMouseCursor();
|
||||
|
||||
|
|
|
|||
|
|
@ -2,89 +2,132 @@
|
|||
|
||||
#include <kiwano-imgui/imgui_impl/imgui_impl_dx10.h>
|
||||
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_dx10.h"
|
||||
|
||||
// DirectX
|
||||
#include <stdio.h>
|
||||
#include <d3d10_1.h>
|
||||
#include <d3d10.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#endif
|
||||
|
||||
// DirectX data
|
||||
static ID3D10Device* g_pd3dDevice = NULL;
|
||||
static IDXGIFactory* g_pFactory = NULL;
|
||||
static ID3D10Buffer* g_pVB = NULL;
|
||||
static ID3D10Buffer* g_pIB = NULL;
|
||||
static ID3D10Blob* g_pVertexShaderBlob = NULL;
|
||||
static ID3D10VertexShader* g_pVertexShader = NULL;
|
||||
static ID3D10InputLayout* g_pInputLayout = NULL;
|
||||
static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
|
||||
static ID3D10Blob* g_pPixelShaderBlob = NULL;
|
||||
static ID3D10PixelShader* g_pPixelShader = NULL;
|
||||
static ID3D10SamplerState* g_pFontSampler = NULL;
|
||||
static ID3D10ShaderResourceView* g_pFontTextureView = NULL;
|
||||
static ID3D10RasterizerState* g_pRasterizerState = NULL;
|
||||
static ID3D10BlendState* g_pBlendState = NULL;
|
||||
static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
|
||||
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
struct ImGui_ImplDX10_Data
|
||||
{
|
||||
float mvp[4][4];
|
||||
ID3D10Device* pd3dDevice;
|
||||
IDXGIFactory* pFactory;
|
||||
ID3D10Buffer* pVB;
|
||||
ID3D10Buffer* pIB;
|
||||
ID3D10VertexShader* pVertexShader;
|
||||
ID3D10InputLayout* pInputLayout;
|
||||
ID3D10Buffer* pVertexConstantBuffer;
|
||||
ID3D10PixelShader* pPixelShader;
|
||||
ID3D10SamplerState* pFontSampler;
|
||||
ID3D10ShaderResourceView* pFontTextureView;
|
||||
ID3D10RasterizerState* pRasterizerState;
|
||||
ID3D10BlendState* pBlendState;
|
||||
ID3D10DepthStencilState* pDepthStencilState;
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
|
||||
ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
};
|
||||
|
||||
// Render Function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from
|
||||
// your main loop)
|
||||
struct VERTEX_CONSTANT_BUFFER_DX10
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
|
||||
// Setup viewport
|
||||
D3D10_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
|
||||
vp.Width = (UINT)draw_data->DisplaySize.x;
|
||||
vp.Height = (UINT)draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
ctx->IASetInputLayout(bd->pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(bd->pVertexShader);
|
||||
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
|
||||
ctx->PSSetShader(bd->pPixelShader);
|
||||
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
|
||||
ctx->GSSetShader(nullptr);
|
||||
|
||||
// Setup render state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
|
||||
ctx->RSSetState(bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Render function
|
||||
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
ID3D10Device* ctx = g_pd3dDevice;
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ID3D10Device* ctx = bd->pd3dDevice;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (g_pVB)
|
||||
{
|
||||
g_pVB->Release();
|
||||
g_pVB = NULL;
|
||||
}
|
||||
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D10_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
|
||||
desc.MiscFlags = 0;
|
||||
if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
|
||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (g_pIB)
|
||||
{
|
||||
g_pIB->Release();
|
||||
g_pIB = NULL;
|
||||
}
|
||||
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D10_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
|
||||
if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// 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);
|
||||
ImDrawVert* vtx_dst = nullptr;
|
||||
ImDrawIdx* idx_dst = nullptr;
|
||||
bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
|
||||
bd->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];
|
||||
|
|
@ -93,55 +136,55 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
|||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
g_pVB->Unmap();
|
||||
g_pIB->Unmap();
|
||||
bd->pVB->Unmap();
|
||||
bd->pIB->Unmap();
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
|
||||
// draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
{
|
||||
void* mapped_resource;
|
||||
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
return;
|
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
float mvp[4][4] = {
|
||||
{ 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 },
|
||||
VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
float mvp[4][4] =
|
||||
{
|
||||
{ 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 },
|
||||
};
|
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||
g_pVertexConstantBuffer->Unmap();
|
||||
bd->pVertexConstantBuffer->Unmap();
|
||||
}
|
||||
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and
|
||||
// verbose. Close your eyes!)
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||
struct BACKUP_DX10_STATE
|
||||
{
|
||||
UINT ScissorRectsCount, ViewportsCount;
|
||||
D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
ID3D10RasterizerState* RS;
|
||||
ID3D10BlendState* BlendState;
|
||||
FLOAT BlendFactor[4];
|
||||
UINT SampleMask;
|
||||
UINT StencilRef;
|
||||
ID3D10DepthStencilState* DepthStencilState;
|
||||
ID3D10ShaderResourceView* PSShaderResource;
|
||||
ID3D10SamplerState* PSSampler;
|
||||
ID3D10PixelShader* PS;
|
||||
ID3D10VertexShader* VS;
|
||||
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D10Buffer * IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
DXGI_FORMAT IndexBufferFormat;
|
||||
ID3D10InputLayout* InputLayout;
|
||||
UINT ScissorRectsCount, ViewportsCount;
|
||||
D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
ID3D10RasterizerState* RS;
|
||||
ID3D10BlendState* BlendState;
|
||||
FLOAT BlendFactor[4];
|
||||
UINT SampleMask;
|
||||
UINT StencilRef;
|
||||
ID3D10DepthStencilState* DepthStencilState;
|
||||
ID3D10ShaderResourceView* PSShaderResource;
|
||||
ID3D10SamplerState* PSSampler;
|
||||
ID3D10PixelShader* PS;
|
||||
ID3D10VertexShader* VS;
|
||||
ID3D10GeometryShader* GS;
|
||||
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
DXGI_FORMAT IndexBufferFormat;
|
||||
ID3D10InputLayout* InputLayout;
|
||||
};
|
||||
BACKUP_DX10_STATE old;
|
||||
BACKUP_DX10_STATE old = {};
|
||||
old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
||||
|
|
@ -153,43 +196,20 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
|||
ctx->PSGetShader(&old.PS);
|
||||
ctx->VSGetShader(&old.VS);
|
||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
ctx->GSGetShader(&old.GS);
|
||||
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
ctx->IAGetInputLayout(&old.InputLayout);
|
||||
|
||||
// Setup viewport
|
||||
D3D10_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
|
||||
vp.Width = (UINT)draw_data->DisplaySize.x;
|
||||
vp.Height = (UINT)draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
ctx->IASetInputLayout(g_pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(g_pVertexShader);
|
||||
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
ctx->PSSetShader(g_pPixelShader);
|
||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
|
||||
// Setup render state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
|
||||
ctx->RSSetState(g_pRasterizerState);
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
ImVec2 pos = draw_data->DisplayPos;
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
|
@ -198,208 +218,198 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
|||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback (registered via ImDrawList::AddCallback)
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle
|
||||
const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y),
|
||||
(LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
|
||||
const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
|
||||
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
|
||||
ctx->PSSetShaderResources(0, 1, &texture_srv);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore modified DX state
|
||||
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||
ctx->RSSetState(old.RS);
|
||||
if (old.RS)
|
||||
old.RS->Release();
|
||||
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask);
|
||||
if (old.BlendState)
|
||||
old.BlendState->Release();
|
||||
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef);
|
||||
if (old.DepthStencilState)
|
||||
old.DepthStencilState->Release();
|
||||
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource);
|
||||
if (old.PSShaderResource)
|
||||
old.PSShaderResource->Release();
|
||||
ctx->PSSetSamplers(0, 1, &old.PSSampler);
|
||||
if (old.PSSampler)
|
||||
old.PSSampler->Release();
|
||||
ctx->PSSetShader(old.PS);
|
||||
if (old.PS)
|
||||
old.PS->Release();
|
||||
ctx->VSSetShader(old.VS);
|
||||
if (old.VS)
|
||||
old.VS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
if (old.VSConstantBuffer)
|
||||
old.VSConstantBuffer->Release();
|
||||
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
|
||||
ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
|
||||
ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset);
|
||||
if (old.IndexBuffer)
|
||||
old.IndexBuffer->Release();
|
||||
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
if (old.VertexBuffer)
|
||||
old.VertexBuffer->Release();
|
||||
ctx->IASetInputLayout(old.InputLayout);
|
||||
if (old.InputLayout)
|
||||
old.InputLayout->Release();
|
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Upload texture to graphics system
|
||||
{
|
||||
D3D10_TEXTURE2D_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Usage = D3D10_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
desc.Usage = D3D10_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D10Texture2D* pTexture = NULL;
|
||||
ID3D10Texture2D* pTexture = nullptr;
|
||||
D3D10_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
IM_ASSERT(pTexture != nullptr);
|
||||
|
||||
// Create texture view
|
||||
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
||||
ZeroMemory(&srv_desc, sizeof(srv_desc));
|
||||
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
|
||||
srv_desc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
|
||||
srv_desc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srv_desc.Texture2D.MostDetailedMip = 0;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
|
||||
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
|
||||
pTexture->Release();
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
|
||||
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
|
||||
|
||||
// Create texture sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
{
|
||||
D3D10_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return false;
|
||||
if (g_pFontSampler)
|
||||
if (bd->pFontSampler)
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of
|
||||
// d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) If you would like to use this DX10 sample code but remove this
|
||||
// dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to
|
||||
// CreateVertexShader()/CreatePixelShader() [preferred solution] 2) use code to detect any version of the DLL and
|
||||
// grab a pointer to D3DCompile from the DLL.
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX10 sample code but remove this dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
||||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
static const char* vertexShader = "cbuffer vertexBuffer : register(b0) \
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
float4x4 ProjectionMatrix; \
|
||||
};\
|
||||
struct VS_INPUT\
|
||||
{\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
PS_INPUT main(VS_INPUT input)\
|
||||
{\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
}";
|
||||
|
||||
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob,
|
||||
NULL);
|
||||
if (g_pVertexShaderBlob
|
||||
== NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const
|
||||
// char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(),
|
||||
g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader)
|
||||
!= S_OK)
|
||||
ID3DBlob* vertexShaderBlob;
|
||||
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the input layout
|
||||
D3D10_INPUT_ELEMENT_DESC local_layout[] = {
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA,
|
||||
0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA,
|
||||
0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA,
|
||||
0 },
|
||||
D3D10_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(),
|
||||
g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout)
|
||||
!= S_OK)
|
||||
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
vertexShaderBlob->Release();
|
||||
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D10_BUFFER_DESC desc;
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
|
||||
desc.MiscFlags = 0;
|
||||
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
static const char* pixelShader = "struct PS_INPUT\
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
|
|
@ -414,58 +424,56 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
|||
return out_col; \
|
||||
}";
|
||||
|
||||
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob,
|
||||
NULL);
|
||||
if (g_pPixelShaderBlob
|
||||
== NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const
|
||||
// char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(),
|
||||
g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader)
|
||||
!= S_OK)
|
||||
ID3DBlob* pixelShaderBlob;
|
||||
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
|
||||
{
|
||||
pixelShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
pixelShaderBlob->Release();
|
||||
}
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D10_BLEND_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.BlendEnable[0] = true;
|
||||
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
|
||||
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
|
||||
desc.BlendOp = D3D10_BLEND_OP_ADD;
|
||||
desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
|
||||
desc.DestBlendAlpha = D3D10_BLEND_ZERO;
|
||||
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.BlendEnable[0] = true;
|
||||
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
|
||||
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
|
||||
desc.BlendOp = D3D10_BLEND_OP_ADD;
|
||||
desc.SrcBlendAlpha = D3D10_BLEND_ONE;
|
||||
desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
|
||||
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
||||
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
||||
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
||||
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
{
|
||||
D3D10_RASTERIZER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.FillMode = D3D10_FILL_SOLID;
|
||||
desc.CullMode = D3D10_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.FillMode = D3D10_FILL_SOLID;
|
||||
desc.CullMode = D3D10_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.DepthClipEnable = true;
|
||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
||||
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
{
|
||||
D3D10_DEPTH_STENCIL_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp =
|
||||
D3D10_STENCIL_OP_KEEP;
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
|
||||
desc.BackFace = desc.FrontFace;
|
||||
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
|
||||
}
|
||||
|
||||
ImGui_ImplDX10_CreateFontsTexture();
|
||||
|
|
@ -473,118 +481,78 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
|||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||
void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
if (g_pFontSampler)
|
||||
{
|
||||
g_pFontSampler->Release();
|
||||
g_pFontSampler = NULL;
|
||||
}
|
||||
if (g_pFontTextureView)
|
||||
{
|
||||
g_pFontTextureView->Release();
|
||||
g_pFontTextureView = NULL;
|
||||
ImGui::GetIO().Fonts->TexID = NULL;
|
||||
} // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (g_pIB)
|
||||
{
|
||||
g_pIB->Release();
|
||||
g_pIB = NULL;
|
||||
}
|
||||
if (g_pVB)
|
||||
{
|
||||
g_pVB->Release();
|
||||
g_pVB = NULL;
|
||||
}
|
||||
|
||||
if (g_pBlendState)
|
||||
{
|
||||
g_pBlendState->Release();
|
||||
g_pBlendState = NULL;
|
||||
}
|
||||
if (g_pDepthStencilState)
|
||||
{
|
||||
g_pDepthStencilState->Release();
|
||||
g_pDepthStencilState = NULL;
|
||||
}
|
||||
if (g_pRasterizerState)
|
||||
{
|
||||
g_pRasterizerState->Release();
|
||||
g_pRasterizerState = NULL;
|
||||
}
|
||||
if (g_pPixelShader)
|
||||
{
|
||||
g_pPixelShader->Release();
|
||||
g_pPixelShader = NULL;
|
||||
}
|
||||
if (g_pPixelShaderBlob)
|
||||
{
|
||||
g_pPixelShaderBlob->Release();
|
||||
g_pPixelShaderBlob = NULL;
|
||||
}
|
||||
if (g_pVertexConstantBuffer)
|
||||
{
|
||||
g_pVertexConstantBuffer->Release();
|
||||
g_pVertexConstantBuffer = NULL;
|
||||
}
|
||||
if (g_pInputLayout)
|
||||
{
|
||||
g_pInputLayout->Release();
|
||||
g_pInputLayout = NULL;
|
||||
}
|
||||
if (g_pVertexShader)
|
||||
{
|
||||
g_pVertexShader->Release();
|
||||
g_pVertexShader = NULL;
|
||||
}
|
||||
if (g_pVertexShaderBlob)
|
||||
{
|
||||
g_pVertexShaderBlob->Release();
|
||||
g_pVertexShaderBlob = NULL;
|
||||
}
|
||||
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
|
||||
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
||||
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
|
||||
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
|
||||
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
|
||||
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
|
||||
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
|
||||
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx10";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = NULL;
|
||||
IDXGIAdapter* pDXGIAdapter = NULL;
|
||||
IDXGIFactory* pFactory = NULL;
|
||||
|
||||
IDXGIDevice* pDXGIDevice = nullptr;
|
||||
IDXGIAdapter* pDXGIAdapter = nullptr;
|
||||
IDXGIFactory* pFactory = nullptr;
|
||||
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
|
||||
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
||||
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
|
||||
{
|
||||
g_pd3dDevice = device;
|
||||
g_pFactory = pFactory;
|
||||
bd->pd3dDevice = device;
|
||||
bd->pFactory = pFactory;
|
||||
}
|
||||
if (pDXGIDevice)
|
||||
pDXGIDevice->Release();
|
||||
if (pDXGIAdapter)
|
||||
pDXGIAdapter->Release();
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
bd->pd3dDevice->AddRef();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
if (g_pFactory)
|
||||
{
|
||||
g_pFactory->Release();
|
||||
g_pFactory = NULL;
|
||||
}
|
||||
g_pd3dDevice = NULL;
|
||||
if (bd->pFactory) { bd->pFactory->Release(); }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_NewFrame()
|
||||
{
|
||||
if (!g_pFontSampler)
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?");
|
||||
|
||||
if (!bd->pFontSampler)
|
||||
ImGui_ImplDX10_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
|
|
|||
|
|
@ -4,16 +4,18 @@
|
|||
#include <imgui/imgui.h>
|
||||
|
||||
#ifndef KGE_DOXYGEN_DO_NOT_INCLUDE
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct ID3D10Device;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -2,91 +2,137 @@
|
|||
|
||||
#include <kiwano-imgui/imgui_impl/imgui_impl_dx11.h>
|
||||
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_dx11.h"
|
||||
|
||||
// DirectX
|
||||
#include <stdio.h>
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#endif
|
||||
|
||||
// DirectX data
|
||||
static ID3D11Device* g_pd3dDevice = NULL;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
|
||||
static IDXGIFactory* g_pFactory = NULL;
|
||||
static ID3D11Buffer* g_pVB = NULL;
|
||||
static ID3D11Buffer* g_pIB = NULL;
|
||||
static ID3D10Blob* g_pVertexShaderBlob = NULL;
|
||||
static ID3D11VertexShader* g_pVertexShader = NULL;
|
||||
static ID3D11InputLayout* g_pInputLayout = NULL;
|
||||
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
|
||||
static ID3D10Blob* g_pPixelShaderBlob = NULL;
|
||||
static ID3D11PixelShader* g_pPixelShader = NULL;
|
||||
static ID3D11SamplerState* g_pFontSampler = NULL;
|
||||
static ID3D11ShaderResourceView* g_pFontTextureView = NULL;
|
||||
static ID3D11RasterizerState* g_pRasterizerState = NULL;
|
||||
static ID3D11BlendState* g_pBlendState = NULL;
|
||||
static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
|
||||
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
// DirectX11 data
|
||||
struct ImGui_ImplDX11_Data
|
||||
{
|
||||
float mvp[4][4];
|
||||
ID3D11Device* pd3dDevice;
|
||||
ID3D11DeviceContext* pd3dDeviceContext;
|
||||
IDXGIFactory* pFactory;
|
||||
ID3D11Buffer* pVB;
|
||||
ID3D11Buffer* pIB;
|
||||
ID3D11VertexShader* pVertexShader;
|
||||
ID3D11InputLayout* pInputLayout;
|
||||
ID3D11Buffer* pVertexConstantBuffer;
|
||||
ID3D11PixelShader* pPixelShader;
|
||||
ID3D11SamplerState* pFontSampler;
|
||||
ID3D11ShaderResourceView* pFontTextureView;
|
||||
ID3D11RasterizerState* pRasterizerState;
|
||||
ID3D11BlendState* pBlendState;
|
||||
ID3D11DepthStencilState* pDepthStencilState;
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
|
||||
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
};
|
||||
|
||||
// Render Function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from
|
||||
// your main loop)
|
||||
struct VERTEX_CONSTANT_BUFFER_DX11
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
|
||||
// Setup viewport
|
||||
D3D11_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
||||
vp.Width = draw_data->DisplaySize.x;
|
||||
vp.Height = draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Setup shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
ctx->IASetInputLayout(bd->pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
|
||||
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
|
||||
ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
|
||||
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
|
||||
ctx->GSSetShader(nullptr, nullptr, 0);
|
||||
ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
|
||||
// Setup blend state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
|
||||
ctx->RSSetState(bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Render function
|
||||
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (g_pVB)
|
||||
{
|
||||
g_pVB->Release();
|
||||
g_pVB = NULL;
|
||||
}
|
||||
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
|
||||
desc.MiscFlags = 0;
|
||||
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
|
||||
return;
|
||||
}
|
||||
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
|
||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (g_pIB)
|
||||
{
|
||||
g_pIB->Release();
|
||||
g_pIB = NULL;
|
||||
}
|
||||
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
|
||||
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
|
||||
if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||
if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||
return;
|
||||
if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
|
||||
if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
|
@ -95,57 +141,57 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
|||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
ctx->Unmap(g_pVB, 0);
|
||||
ctx->Unmap(g_pIB, 0);
|
||||
ctx->Unmap(bd->pVB, 0);
|
||||
ctx->Unmap(bd->pIB, 0);
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
|
||||
// draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mapped_resource;
|
||||
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
return;
|
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
float mvp[4][4] = {
|
||||
{ 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 },
|
||||
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
float mvp[4][4] =
|
||||
{
|
||||
{ 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 },
|
||||
};
|
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||
ctx->Unmap(g_pVertexConstantBuffer, 0);
|
||||
ctx->Unmap(bd->pVertexConstantBuffer, 0);
|
||||
}
|
||||
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and
|
||||
// verbose. Close your eyes!)
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||
struct BACKUP_DX11_STATE
|
||||
{
|
||||
UINT ScissorRectsCount, ViewportsCount;
|
||||
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
ID3D11RasterizerState* RS;
|
||||
ID3D11BlendState* BlendState;
|
||||
FLOAT BlendFactor[4];
|
||||
UINT SampleMask;
|
||||
UINT StencilRef;
|
||||
ID3D11DepthStencilState* DepthStencilState;
|
||||
ID3D11ShaderResourceView* PSShaderResource;
|
||||
ID3D11SamplerState* PSSampler;
|
||||
ID3D11PixelShader* PS;
|
||||
ID3D11VertexShader* VS;
|
||||
UINT PSInstancesCount, VSInstancesCount;
|
||||
ID3D11ClassInstance *PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
|
||||
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D11Buffer * IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
DXGI_FORMAT IndexBufferFormat;
|
||||
ID3D11InputLayout* InputLayout;
|
||||
UINT ScissorRectsCount, ViewportsCount;
|
||||
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
ID3D11RasterizerState* RS;
|
||||
ID3D11BlendState* BlendState;
|
||||
FLOAT BlendFactor[4];
|
||||
UINT SampleMask;
|
||||
UINT StencilRef;
|
||||
ID3D11DepthStencilState* DepthStencilState;
|
||||
ID3D11ShaderResourceView* PSShaderResource;
|
||||
ID3D11SamplerState* PSSampler;
|
||||
ID3D11PixelShader* PS;
|
||||
ID3D11VertexShader* VS;
|
||||
ID3D11GeometryShader* GS;
|
||||
UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
|
||||
ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
|
||||
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
DXGI_FORMAT IndexBufferFormat;
|
||||
ID3D11InputLayout* InputLayout;
|
||||
};
|
||||
BACKUP_DX11_STATE old;
|
||||
BACKUP_DX11_STATE old = {};
|
||||
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
||||
|
|
@ -154,267 +200,227 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
|||
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||
ctx->PSGetSamplers(0, 1, &old.PSSampler);
|
||||
old.PSInstancesCount = old.VSInstancesCount = 256;
|
||||
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
|
||||
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
|
||||
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
|
||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
|
||||
|
||||
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
ctx->IAGetInputLayout(&old.InputLayout);
|
||||
|
||||
// Setup viewport
|
||||
D3D11_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
||||
vp.Width = draw_data->DisplaySize.x;
|
||||
vp.Height = draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
ctx->IASetInputLayout(g_pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(g_pVertexShader, NULL, 0);
|
||||
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
ctx->PSSetShader(g_pPixelShader, NULL, 0);
|
||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
|
||||
// Setup render state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
|
||||
ctx->RSSetState(g_pRasterizerState);
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
ImVec2 pos = draw_data->DisplayPos;
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_idx_offset = 0;
|
||||
int global_vtx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback (registered via ImDrawList::AddCallback)
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle
|
||||
const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y),
|
||||
(LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
|
||||
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
|
||||
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
|
||||
ctx->PSSetShaderResources(0, 1, &texture_srv);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore modified DX state
|
||||
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||
ctx->RSSetState(old.RS);
|
||||
if (old.RS)
|
||||
old.RS->Release();
|
||||
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask);
|
||||
if (old.BlendState)
|
||||
old.BlendState->Release();
|
||||
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef);
|
||||
if (old.DepthStencilState)
|
||||
old.DepthStencilState->Release();
|
||||
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource);
|
||||
if (old.PSShaderResource)
|
||||
old.PSShaderResource->Release();
|
||||
ctx->PSSetSamplers(0, 1, &old.PSSampler);
|
||||
if (old.PSSampler)
|
||||
old.PSSampler->Release();
|
||||
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount);
|
||||
if (old.PS)
|
||||
old.PS->Release();
|
||||
for (UINT i = 0; i < old.PSInstancesCount; i++)
|
||||
if (old.PSInstances[i])
|
||||
old.PSInstances[i]->Release();
|
||||
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount);
|
||||
if (old.VS)
|
||||
old.VS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
if (old.VSConstantBuffer)
|
||||
old.VSConstantBuffer->Release();
|
||||
for (UINT i = 0; i < old.VSInstancesCount; i++)
|
||||
if (old.VSInstances[i])
|
||||
old.VSInstances[i]->Release();
|
||||
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
|
||||
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
|
||||
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
|
||||
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
|
||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset);
|
||||
if (old.IndexBuffer)
|
||||
old.IndexBuffer->Release();
|
||||
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
if (old.VertexBuffer)
|
||||
old.VertexBuffer->Release();
|
||||
ctx->IASetInputLayout(old.InputLayout);
|
||||
if (old.InputLayout)
|
||||
old.InputLayout->Release();
|
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Upload texture to graphics system
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D11Texture2D* pTexture = NULL;
|
||||
ID3D11Texture2D* pTexture = nullptr;
|
||||
D3D11_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
IM_ASSERT(pTexture != nullptr);
|
||||
|
||||
if (pTexture)
|
||||
{
|
||||
// Create texture view
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
|
||||
|
||||
pTexture->Release();
|
||||
}
|
||||
// Create texture view
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
|
||||
pTexture->Release();
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
|
||||
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
|
||||
|
||||
// Create texture sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
{
|
||||
D3D11_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return false;
|
||||
if (g_pFontSampler)
|
||||
if (bd->pFontSampler)
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of
|
||||
// d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) If you would like to use this DX11 sample code but remove this
|
||||
// dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to
|
||||
// CreateVertexShader()/CreatePixelShader() [preferred solution] 2) use code to detect any version of the DLL and
|
||||
// grab a pointer to D3DCompile from the DLL.
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX11 sample code but remove this dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
||||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
static const char* vertexShader = "cbuffer vertexBuffer : register(b0) \
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
float4x4 ProjectionMatrix; \
|
||||
};\
|
||||
struct VS_INPUT\
|
||||
{\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
PS_INPUT main(VS_INPUT input)\
|
||||
{\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
}";
|
||||
|
||||
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob,
|
||||
NULL);
|
||||
if (g_pVertexShaderBlob
|
||||
== NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const
|
||||
// char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(),
|
||||
g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader)
|
||||
!= S_OK)
|
||||
ID3DBlob* vertexShaderBlob;
|
||||
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the input layout
|
||||
D3D11_INPUT_ELEMENT_DESC local_layout[] = {
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA,
|
||||
0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA,
|
||||
0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA,
|
||||
0 },
|
||||
D3D11_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(),
|
||||
g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout)
|
||||
!= S_OK)
|
||||
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
vertexShaderBlob->Release();
|
||||
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D11_BUFFER_DESC desc;
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
|
||||
desc.MiscFlags = 0;
|
||||
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
static const char* pixelShader = "struct PS_INPUT\
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
|
|
@ -429,58 +435,56 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
|||
return out_col; \
|
||||
}";
|
||||
|
||||
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob,
|
||||
NULL);
|
||||
if (g_pPixelShaderBlob
|
||||
== NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const
|
||||
// char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(),
|
||||
g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader)
|
||||
!= S_OK)
|
||||
ID3DBlob* pixelShaderBlob;
|
||||
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
|
||||
{
|
||||
pixelShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
pixelShaderBlob->Release();
|
||||
}
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D11_BLEND_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.RenderTarget[0].BlendEnable = true;
|
||||
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
||||
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.RenderTarget[0].BlendEnable = true;
|
||||
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
||||
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
{
|
||||
D3D11_RASTERIZER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.FillMode = D3D11_FILL_SOLID;
|
||||
desc.CullMode = D3D11_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.FillMode = D3D11_FILL_SOLID;
|
||||
desc.CullMode = D3D11_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.DepthClipEnable = true;
|
||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
||||
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
{
|
||||
D3D11_DEPTH_STENCIL_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp =
|
||||
D3D11_STENCIL_OP_KEEP;
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
|
||||
desc.BackFace = desc.FrontFace;
|
||||
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
|
||||
}
|
||||
|
||||
ImGui_ImplDX11_CreateFontsTexture();
|
||||
|
|
@ -488,120 +492,82 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
|||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
if (g_pFontSampler)
|
||||
{
|
||||
g_pFontSampler->Release();
|
||||
g_pFontSampler = NULL;
|
||||
}
|
||||
if (g_pFontTextureView)
|
||||
{
|
||||
g_pFontTextureView->Release();
|
||||
g_pFontTextureView = NULL;
|
||||
ImGui::GetIO().Fonts->TexID = NULL;
|
||||
} // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (g_pIB)
|
||||
{
|
||||
g_pIB->Release();
|
||||
g_pIB = NULL;
|
||||
}
|
||||
if (g_pVB)
|
||||
{
|
||||
g_pVB->Release();
|
||||
g_pVB = NULL;
|
||||
}
|
||||
|
||||
if (g_pBlendState)
|
||||
{
|
||||
g_pBlendState->Release();
|
||||
g_pBlendState = NULL;
|
||||
}
|
||||
if (g_pDepthStencilState)
|
||||
{
|
||||
g_pDepthStencilState->Release();
|
||||
g_pDepthStencilState = NULL;
|
||||
}
|
||||
if (g_pRasterizerState)
|
||||
{
|
||||
g_pRasterizerState->Release();
|
||||
g_pRasterizerState = NULL;
|
||||
}
|
||||
if (g_pPixelShader)
|
||||
{
|
||||
g_pPixelShader->Release();
|
||||
g_pPixelShader = NULL;
|
||||
}
|
||||
if (g_pPixelShaderBlob)
|
||||
{
|
||||
g_pPixelShaderBlob->Release();
|
||||
g_pPixelShaderBlob = NULL;
|
||||
}
|
||||
if (g_pVertexConstantBuffer)
|
||||
{
|
||||
g_pVertexConstantBuffer->Release();
|
||||
g_pVertexConstantBuffer = NULL;
|
||||
}
|
||||
if (g_pInputLayout)
|
||||
{
|
||||
g_pInputLayout->Release();
|
||||
g_pInputLayout = NULL;
|
||||
}
|
||||
if (g_pVertexShader)
|
||||
{
|
||||
g_pVertexShader->Release();
|
||||
g_pVertexShader = NULL;
|
||||
}
|
||||
if (g_pVertexShaderBlob)
|
||||
{
|
||||
g_pVertexShaderBlob->Release();
|
||||
g_pVertexShaderBlob = NULL;
|
||||
}
|
||||
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
|
||||
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
||||
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
|
||||
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
|
||||
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
|
||||
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
|
||||
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
|
||||
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx11";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = NULL;
|
||||
IDXGIAdapter* pDXGIAdapter = NULL;
|
||||
IDXGIFactory* pFactory = NULL;
|
||||
IDXGIDevice* pDXGIDevice = nullptr;
|
||||
IDXGIAdapter* pDXGIAdapter = nullptr;
|
||||
IDXGIFactory* pFactory = nullptr;
|
||||
|
||||
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
|
||||
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
||||
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
|
||||
{
|
||||
g_pd3dDevice = device;
|
||||
g_pd3dDeviceContext = device_context;
|
||||
g_pFactory = pFactory;
|
||||
bd->pd3dDevice = device;
|
||||
bd->pd3dDeviceContext = device_context;
|
||||
bd->pFactory = pFactory;
|
||||
}
|
||||
if (pDXGIDevice)
|
||||
pDXGIDevice->Release();
|
||||
if (pDXGIAdapter)
|
||||
pDXGIAdapter->Release();
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
bd->pd3dDevice->AddRef();
|
||||
bd->pd3dDeviceContext->AddRef();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
if (g_pFactory)
|
||||
{
|
||||
g_pFactory->Release();
|
||||
g_pFactory = NULL;
|
||||
}
|
||||
g_pd3dDevice = NULL;
|
||||
g_pd3dDeviceContext = NULL;
|
||||
if (bd->pFactory) { bd->pFactory->Release(); }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_NewFrame()
|
||||
{
|
||||
if (!g_pFontSampler)
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
|
||||
|
||||
if (!bd->pFontSampler)
|
||||
ImGui_ImplDX11_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
|
|
|||
|
|
@ -4,17 +4,19 @@
|
|||
#include <imgui/imgui.h>
|
||||
|
||||
#ifndef KGE_DOXYGEN_DO_NOT_INCLUDE
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct ID3D11Device;
|
||||
struct ID3D11DeviceContext;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -73,7 +73,6 @@ private:
|
|||
RenderContextPtr render_ctx_;
|
||||
};
|
||||
|
||||
|
||||
/// \~chinese
|
||||
/// @brief 画布渲染上下文
|
||||
class KGE_API CanvasRenderContext : public ObjectBase
|
||||
|
|
@ -411,7 +410,7 @@ inline void CanvasRenderContext::DrawTexture(TexturePtr texture, const Point& po
|
|||
|
||||
if (texture)
|
||||
{
|
||||
Rect dest_rect(pos, size);
|
||||
Rect dest_rect(pos, pos + size);
|
||||
ctx_->DrawTexture(*texture, crop_rect, &dest_rect);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -81,40 +81,60 @@ WideString FormatArgs(const wchar_t* format, va_list args)
|
|||
return result;
|
||||
}
|
||||
|
||||
String WideToNarrow(const WideString& str)
|
||||
String WideToNarrowWithCodePage(const WideString& str, UINT code_page)
|
||||
{
|
||||
if (str.empty())
|
||||
return String();
|
||||
|
||||
int len = ::WideCharToMultiByte(CP_ACP, 0, str.c_str(), -1, NULL, 0, NULL, NULL);
|
||||
int len = ::WideCharToMultiByte(code_page, 0, str.c_str(), -1, NULL, 0, NULL, NULL);
|
||||
if (len > 0)
|
||||
{
|
||||
String result;
|
||||
result.resize(len - 1);
|
||||
|
||||
::WideCharToMultiByte(CP_ACP, 0, str.c_str(), -1, &result[0], len, NULL, NULL);
|
||||
::WideCharToMultiByte(code_page, 0, str.c_str(), -1, &result[0], len, NULL, NULL);
|
||||
return result;
|
||||
}
|
||||
return String();
|
||||
}
|
||||
|
||||
WideString NarrowToWide(const String& str)
|
||||
WideString NarrowToWideWithCodePage(const String& str, UINT code_page)
|
||||
{
|
||||
if (str.empty())
|
||||
return WideString();
|
||||
|
||||
int len = ::MultiByteToWideChar(CP_ACP, 0, str.c_str(), -1, NULL, 0);
|
||||
int len = ::MultiByteToWideChar(code_page, 0, str.c_str(), -1, NULL, 0);
|
||||
if (len > 0)
|
||||
{
|
||||
WideString result;
|
||||
result.resize(len - 1);
|
||||
|
||||
::MultiByteToWideChar(CP_ACP, 0, str.c_str(), -1, &result[0], len);
|
||||
::MultiByteToWideChar(code_page, 0, str.c_str(), -1, &result[0], len);
|
||||
return result;
|
||||
}
|
||||
return WideString();
|
||||
}
|
||||
|
||||
String WideToNarrow(const WideString& str)
|
||||
{
|
||||
return WideToNarrowWithCodePage(str, CP_ACP);
|
||||
}
|
||||
|
||||
WideString NarrowToWide(const String& str)
|
||||
{
|
||||
return NarrowToWideWithCodePage(str, CP_ACP);
|
||||
}
|
||||
|
||||
String WideToUTF8(const WideString& str)
|
||||
{
|
||||
return WideToNarrowWithCodePage(str, CP_UTF8);
|
||||
}
|
||||
|
||||
WideString UTF8ToWide(const String& str)
|
||||
{
|
||||
return NarrowToWideWithCodePage(str, CP_UTF8);
|
||||
}
|
||||
|
||||
#endif // KGE_PLATFORM_WINDOWS
|
||||
|
||||
} // namespace string
|
||||
|
|
|
|||
|
|
@ -66,6 +66,14 @@ String WideToNarrow(const WideString& str);
|
|||
/// @brief Õ×Ö·û´®×ª¿í×Ö·û´®
|
||||
WideString NarrowToWide(const String& str);
|
||||
|
||||
/// \~chinese
|
||||
/// @brief ¿í×Ö·û´®×ª utf8 ×Ö·û´®
|
||||
String WideToUTF8(const WideString& str);
|
||||
|
||||
/// \~chinese
|
||||
/// @brief utf8 ×Ö·û´®×ª¿í×Ö·û´®
|
||||
WideString UTF8ToWide(const String& str);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -26,4 +26,10 @@ KeyCharEvent::KeyCharEvent()
|
|||
{
|
||||
}
|
||||
|
||||
IMEInputEvent::IMEInputEvent()
|
||||
: KeyEvent(KGE_EVENT(IMEInputEvent))
|
||||
, value()
|
||||
{
|
||||
}
|
||||
|
||||
} // namespace kiwano
|
||||
|
|
|
|||
|
|
@ -28,6 +28,7 @@ KGE_DECLARE_SMART_PTR(KeyEvent);
|
|||
KGE_DECLARE_SMART_PTR(KeyDownEvent);
|
||||
KGE_DECLARE_SMART_PTR(KeyUpEvent);
|
||||
KGE_DECLARE_SMART_PTR(KeyCharEvent);
|
||||
KGE_DECLARE_SMART_PTR(IMEInputEvent);
|
||||
|
||||
/**
|
||||
* \addtogroup Event
|
||||
|
|
@ -72,13 +73,23 @@ public:
|
|||
KeyCharEvent();
|
||||
};
|
||||
|
||||
/// \~chinese
|
||||
/// @brief 输入法输入事件
|
||||
class KGE_API IMEInputEvent : public KeyEvent
|
||||
{
|
||||
public:
|
||||
String value; ///< 输入内容
|
||||
|
||||
IMEInputEvent();
|
||||
};
|
||||
|
||||
template <>
|
||||
struct IsSameEventType<KeyEvent>
|
||||
{
|
||||
inline bool operator()(const Event* evt) const
|
||||
{
|
||||
return evt->GetType() == KGE_EVENT(KeyDownEvent) || evt->GetType() == KGE_EVENT(KeyUpEvent)
|
||||
|| evt->GetType() == KGE_EVENT(KeyCharEvent);
|
||||
|| evt->GetType() == KGE_EVENT(KeyCharEvent) || evt->GetType() == KGE_EVENT(IMEInputEvent);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -43,6 +43,7 @@ enum class CursorType
|
|||
SizeNS, ///< 指向上下方向的箭头
|
||||
SizeNESW, ///< 指向左下到右上方向的箭头
|
||||
SizeNWSE, ///< 指向左上到右下方向的箭头
|
||||
No, ///< ½ûÖ¹
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
|||
|
|
@ -83,7 +83,8 @@ private:
|
|||
bool is_moving_or_resizing_;
|
||||
bool is_minimized_;
|
||||
CursorType mouse_cursor_;
|
||||
HIMC imc_;
|
||||
HIMC imc_restore_;
|
||||
int mouse_flag_;
|
||||
String device_name_;
|
||||
|
||||
Vector<Resolution> resolutions_;
|
||||
|
|
@ -173,7 +174,8 @@ WindowWin32Impl::WindowWin32Impl()
|
|||
, is_minimized_(false)
|
||||
, mouse_cursor_(CursorType::Arrow)
|
||||
, key_map_{}
|
||||
, imc_(nullptr)
|
||||
, imc_restore_(nullptr)
|
||||
, mouse_flag_{}
|
||||
{
|
||||
// Keys
|
||||
key_map_[VK_UP] = KeyCode::Up;
|
||||
|
|
@ -305,7 +307,7 @@ void WindowWin32Impl::Init(const WindowConfig& config)
|
|||
::SetWindowPos(handle_, HWND_TOPMOST, x, y, cx, cy, SWP_NOACTIVATE);
|
||||
::ShowWindow(handle_, SW_SHOWNORMAL);
|
||||
|
||||
resolution_.width = config.width;
|
||||
resolution_.width = config.width;
|
||||
resolution_.height = config.height;
|
||||
}
|
||||
else
|
||||
|
|
@ -329,17 +331,17 @@ void WindowWin32Impl::PumpEvents()
|
|||
|
||||
void WindowWin32Impl::SetImmEnabled(bool enable)
|
||||
{
|
||||
const bool enabled = imc_ != nullptr;
|
||||
const bool enabled = imc_restore_ == nullptr;
|
||||
if (enable != enabled)
|
||||
{
|
||||
if (enable)
|
||||
{
|
||||
imc_ = ::ImmAssociateContext(handle_, nullptr);
|
||||
::ImmAssociateContext(handle_, imc_restore_);
|
||||
imc_restore_ = nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
::ImmAssociateContext(handle_, imc_);
|
||||
imc_ = nullptr;
|
||||
imc_restore_ = ::ImmAssociateContext(handle_, nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -510,6 +512,9 @@ void WindowWin32Impl::UpdateCursor()
|
|||
case CursorType::Hand:
|
||||
win32_cursor = IDC_HAND;
|
||||
break;
|
||||
case CursorType::No:
|
||||
win32_cursor = IDC_NO;
|
||||
break;
|
||||
}
|
||||
::SetCursor(::LoadCursor(nullptr, win32_cursor));
|
||||
}
|
||||
|
|
@ -552,6 +557,38 @@ LRESULT WindowWin32Impl::MessageProc(HWND hwnd, UINT32 msg, WPARAM wparam, LPARA
|
|||
}
|
||||
break;
|
||||
|
||||
case WM_IME_CHAR:
|
||||
{
|
||||
// no need to handle
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
case WM_IME_COMPOSITION:
|
||||
{
|
||||
if (lparam & GCS_RESULTSTR)
|
||||
{
|
||||
const auto hIMC = ::ImmGetContext(hwnd);
|
||||
if (hIMC)
|
||||
{
|
||||
// Get the size of the result string.
|
||||
auto dwSize = ::ImmGetCompositionStringA(hIMC, GCS_RESULTSTR, NULL, 0);
|
||||
|
||||
// increase buffer size for terminating null character
|
||||
dwSize += sizeof(char);
|
||||
|
||||
// Get the result strings that is generated by IME.
|
||||
String buf(size_t(dwSize), 0);
|
||||
::ImmGetCompositionStringA(hIMC, GCS_RESULTSTR, const_cast<char*>(buf.data()), dwSize);
|
||||
::ImmReleaseContext(hwnd, hIMC);
|
||||
|
||||
IMEInputEventPtr evt = new IMEInputEvent;
|
||||
evt->value = std::move(buf);
|
||||
this->PushEvent(evt);
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
case WM_LBUTTONDOWN:
|
||||
case WM_LBUTTONDBLCLK:
|
||||
case WM_RBUTTONDOWN:
|
||||
|
|
@ -575,6 +612,10 @@ LRESULT WindowWin32Impl::MessageProc(HWND hwnd, UINT32 msg, WPARAM wparam, LPARA
|
|||
evt->button = MouseButton::Middle;
|
||||
}
|
||||
|
||||
if (mouse_flag_ == 0 && ::GetCapture() == nullptr)
|
||||
::SetCapture(hwnd);
|
||||
mouse_flag_ |= 1 << int(evt->button);
|
||||
|
||||
this->PushEvent(evt);
|
||||
}
|
||||
break;
|
||||
|
|
@ -599,6 +640,10 @@ LRESULT WindowWin32Impl::MessageProc(HWND hwnd, UINT32 msg, WPARAM wparam, LPARA
|
|||
evt->button = MouseButton::Middle;
|
||||
}
|
||||
|
||||
mouse_flag_ &= ~(1 << int(evt->button));
|
||||
if (mouse_flag_ == 0 && ::GetCapture() == hwnd)
|
||||
::ReleaseCapture();
|
||||
|
||||
this->PushEvent(evt);
|
||||
}
|
||||
break;
|
||||
|
|
@ -742,7 +787,7 @@ LRESULT WindowWin32Impl::MessageProc(HWND hwnd, UINT32 msg, WPARAM wparam, LPARA
|
|||
if (max_width_ && max_height_)
|
||||
{
|
||||
((MINMAXINFO*)lparam)->ptMaxTrackSize = POINT{ LONG(max_width_), LONG(max_height_) };
|
||||
((MINMAXINFO*)lparam)->ptMaxSize = POINT{ LONG(max_width_), LONG(max_height_) };
|
||||
((MINMAXINFO*)lparam)->ptMaxSize = POINT{ LONG(max_width_), LONG(max_height_) };
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue