ImGui support
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@ -0,0 +1,21 @@
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The MIT License (MIT)
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Copyright (c) 2014-2019 Omar Cornut
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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@ -0,0 +1,73 @@
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//-----------------------------------------------------------------------------
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// COMPILE-TIME OPTIONS FOR DEAR IMGUI
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// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
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// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
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//-----------------------------------------------------------------------------
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// A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h)
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// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
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// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ dear imgui is used, which include
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// 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.
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// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
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// 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.
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//-----------------------------------------------------------------------------
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#pragma once
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//---- Define assertion handler. Defaults to calling assert().
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//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
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//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
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//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
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//#define IMGUI_API __declspec( dllexport )
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//#define IMGUI_API __declspec( dllimport )
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//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
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//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
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//---- It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
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//#define IMGUI_DISABLE_DEMO_WINDOWS
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//---- Don't implement some functions to reduce linkage requirements.
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//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
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//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
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//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function.
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//#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.
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//#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.
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//#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().
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//---- Include imgui_user.h at the end of imgui.h as a convenience
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//#define IMGUI_INCLUDE_IMGUI_USER_H
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//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
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//#define IMGUI_USE_BGRA_PACKED_COLOR
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//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
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// By default the embedded implementations are declared static and not available outside of imgui cpp files.
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//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
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//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
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//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
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//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
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//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
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// This will be inlined as part of ImVec2 and ImVec4 class declarations.
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/*
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#define IM_VEC2_CLASS_EXTRA \
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ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
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operator MyVec2() const { return MyVec2(x,y); }
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#define IM_VEC4_CLASS_EXTRA \
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ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
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operator MyVec4() const { return MyVec4(x,y,z,w); }
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*/
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//---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it.
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//#define ImDrawIdx unsigned int
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//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
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/*
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namespace ImGui
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{
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void MyFunction(const char* name, const MyMatrix44& v);
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}
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*/
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// stb_rect_pack.h - v0.11 - public domain - rectangle packing
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// Sean Barrett 2014
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//
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// Useful for e.g. packing rectangular textures into an atlas.
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// Does not do rotation.
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//
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// Not necessarily the awesomest packing method, but better than
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// the totally naive one in stb_truetype (which is primarily what
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// this is meant to replace).
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//
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// Has only had a few tests run, may have issues.
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//
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// More docs to come.
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//
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// No memory allocations; uses qsort() and assert() from stdlib.
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// Can override those by defining STBRP_SORT and STBRP_ASSERT.
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//
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// This library currently uses the Skyline Bottom-Left algorithm.
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//
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// Please note: better rectangle packers are welcome! Please
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// implement them to the same API, but with a different init
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// function.
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//
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// Credits
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//
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// Library
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// Sean Barrett
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// Minor features
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// Martins Mozeiko
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// github:IntellectualKitty
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//
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// Bugfixes / warning fixes
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// Jeremy Jaussaud
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//
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// Version history:
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//
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// 0.11 (2017-03-03) return packing success/fail result
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// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
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// 0.09 (2016-08-27) fix compiler warnings
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// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
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// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
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// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
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// 0.05: added STBRP_ASSERT to allow replacing assert
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// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
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// 0.01: initial release
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//
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// LICENSE
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//
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// See end of file for license information.
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//////////////////////////////////////////////////////////////////////////////
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//
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// INCLUDE SECTION
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//
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#ifndef STB_INCLUDE_STB_RECT_PACK_H
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#define STB_INCLUDE_STB_RECT_PACK_H
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#define STB_RECT_PACK_VERSION 1
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#ifdef STBRP_STATIC
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#define STBRP_DEF static
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#else
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#define STBRP_DEF extern
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct stbrp_context stbrp_context;
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typedef struct stbrp_node stbrp_node;
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typedef struct stbrp_rect stbrp_rect;
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#ifdef STBRP_LARGE_RECTS
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typedef int stbrp_coord;
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#else
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typedef unsigned short stbrp_coord;
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#endif
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STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
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// Assign packed locations to rectangles. The rectangles are of type
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// 'stbrp_rect' defined below, stored in the array 'rects', and there
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// are 'num_rects' many of them.
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//
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// Rectangles which are successfully packed have the 'was_packed' flag
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// set to a non-zero value and 'x' and 'y' store the minimum location
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// on each axis (i.e. bottom-left in cartesian coordinates, top-left
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// if you imagine y increasing downwards). Rectangles which do not fit
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// have the 'was_packed' flag set to 0.
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//
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// You should not try to access the 'rects' array from another thread
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// while this function is running, as the function temporarily reorders
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// the array while it executes.
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//
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// To pack into another rectangle, you need to call stbrp_init_target
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// again. To continue packing into the same rectangle, you can call
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// this function again. Calling this multiple times with multiple rect
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// arrays will probably produce worse packing results than calling it
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// a single time with the full rectangle array, but the option is
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// available.
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//
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// The function returns 1 if all of the rectangles were successfully
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// packed and 0 otherwise.
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struct stbrp_rect
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{
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// reserved for your use:
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int id;
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// input:
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stbrp_coord w, h;
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// output:
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stbrp_coord x, y;
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int was_packed; // non-zero if valid packing
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||||
}; // 16 bytes, nominally
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
|
||||
// Initialize a rectangle packer to:
|
||||
// pack a rectangle that is 'width' by 'height' in dimensions
|
||||
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
|
||||
//
|
||||
// You must call this function every time you start packing into a new target.
|
||||
//
|
||||
// There is no "shutdown" function. The 'nodes' memory must stay valid for
|
||||
// the following stbrp_pack_rects() call (or calls), but can be freed after
|
||||
// the call (or calls) finish.
|
||||
//
|
||||
// Note: to guarantee best results, either:
|
||||
// 1. make sure 'num_nodes' >= 'width'
|
||||
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
|
||||
//
|
||||
// If you don't do either of the above things, widths will be quantized to multiples
|
||||
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
|
||||
//
|
||||
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
|
||||
// may run out of temporary storage and be unable to pack some rectangles.
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
|
||||
// Optionally call this function after init but before doing any packing to
|
||||
// change the handling of the out-of-temp-memory scenario, described above.
|
||||
// If you call init again, this will be reset to the default (false).
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
|
||||
// Optionally select which packing heuristic the library should use. Different
|
||||
// heuristics will produce better/worse results for different data sets.
|
||||
// If you call init again, this will be reset to the default.
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP_HEURISTIC_Skyline_default=0,
|
||||
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
|
||||
STBRP_HEURISTIC_Skyline_BF_sortHeight
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// the details of the following structures don't matter to you, but they must
|
||||
// be visible so you can handle the memory allocations for them
|
||||
|
||||
struct stbrp_node
|
||||
{
|
||||
stbrp_coord x,y;
|
||||
stbrp_node *next;
|
||||
};
|
||||
|
||||
struct stbrp_context
|
||||
{
|
||||
int width;
|
||||
int height;
|
||||
int align;
|
||||
int init_mode;
|
||||
int heuristic;
|
||||
int num_nodes;
|
||||
stbrp_node *active_head;
|
||||
stbrp_node *free_head;
|
||||
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
|
||||
};
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// IMPLEMENTATION SECTION
|
||||
//
|
||||
|
||||
#ifdef STB_RECT_PACK_IMPLEMENTATION
|
||||
#ifndef STBRP_SORT
|
||||
#include <stdlib.h>
|
||||
#define STBRP_SORT qsort
|
||||
#endif
|
||||
|
||||
#ifndef STBRP_ASSERT
|
||||
#include <assert.h>
|
||||
#define STBRP_ASSERT assert
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#define STBRP__NOTUSED(v) (void)(v)
|
||||
#define STBRP__CDECL __cdecl
|
||||
#else
|
||||
#define STBRP__NOTUSED(v) (void)sizeof(v)
|
||||
#define STBRP__CDECL
|
||||
#endif
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP__INIT_skyline = 1
|
||||
};
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
|
||||
{
|
||||
switch (context->init_mode) {
|
||||
case STBRP__INIT_skyline:
|
||||
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
|
||||
context->heuristic = heuristic;
|
||||
break;
|
||||
default:
|
||||
STBRP_ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
|
||||
{
|
||||
if (allow_out_of_mem)
|
||||
// if it's ok to run out of memory, then don't bother aligning them;
|
||||
// this gives better packing, but may fail due to OOM (even though
|
||||
// the rectangles easily fit). @TODO a smarter approach would be to only
|
||||
// quantize once we've hit OOM, then we could get rid of this parameter.
|
||||
context->align = 1;
|
||||
else {
|
||||
// if it's not ok to run out of memory, then quantize the widths
|
||||
// so that num_nodes is always enough nodes.
|
||||
//
|
||||
// I.e. num_nodes * align >= width
|
||||
// align >= width / num_nodes
|
||||
// align = ceil(width/num_nodes)
|
||||
|
||||
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
|
||||
}
|
||||
}
|
||||
|
||||
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];
|
||||
nodes[i].next = NULL;
|
||||
context->init_mode = STBRP__INIT_skyline;
|
||||
context->heuristic = STBRP_HEURISTIC_Skyline_default;
|
||||
context->free_head = &nodes[0];
|
||||
context->active_head = &context->extra[0];
|
||||
context->width = width;
|
||||
context->height = height;
|
||||
context->num_nodes = num_nodes;
|
||||
stbrp_setup_allow_out_of_mem(context, 0);
|
||||
|
||||
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
|
||||
context->extra[0].x = 0;
|
||||
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;
|
||||
}
|
||||
|
||||
// find minimum y position if it starts at x1
|
||||
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
|
||||
{
|
||||
stbrp_node *node = first;
|
||||
int x1 = x0 + width;
|
||||
int min_y, visited_width, waste_area;
|
||||
|
||||
STBRP__NOTUSED(c);
|
||||
|
||||
STBRP_ASSERT(first->x <= x0);
|
||||
|
||||
#if 0
|
||||
// skip in case we're past the node
|
||||
while (node->next->x <= x0)
|
||||
++node;
|
||||
#else
|
||||
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
|
||||
#endif
|
||||
|
||||
STBRP_ASSERT(node->x <= x0);
|
||||
|
||||
min_y = 0;
|
||||
waste_area = 0;
|
||||
visited_width = 0;
|
||||
while (node->x < x1) {
|
||||
if (node->y > min_y) {
|
||||
// raise min_y higher.
|
||||
// we've accounted for all waste up to min_y,
|
||||
// but we'll now add more waste for everything we've visted
|
||||
waste_area += visited_width * (node->y - min_y);
|
||||
min_y = node->y;
|
||||
// the first time through, visited_width might be reduced
|
||||
if (node->x < x0)
|
||||
visited_width += node->next->x - x0;
|
||||
else
|
||||
visited_width += node->next->x - node->x;
|
||||
} else {
|
||||
// add waste area
|
||||
int under_width = node->next->x - node->x;
|
||||
if (under_width + visited_width > width)
|
||||
under_width = width - visited_width;
|
||||
waste_area += under_width * (min_y - node->y);
|
||||
visited_width += under_width;
|
||||
}
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
*pwaste = waste_area;
|
||||
return min_y;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int x,y;
|
||||
stbrp_node **prev_link;
|
||||
} stbrp__findresult;
|
||||
|
||||
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
|
||||
{
|
||||
int best_waste = (1<<30), best_x, best_y = (1 << 30);
|
||||
stbrp__findresult fr;
|
||||
stbrp_node **prev, *node, *tail, **best = NULL;
|
||||
|
||||
// align to multiple of c->align
|
||||
width = (width + c->align - 1);
|
||||
width -= width % c->align;
|
||||
STBRP_ASSERT(width % c->align == 0);
|
||||
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
while (node->x + width <= c->width) {
|
||||
int y,waste;
|
||||
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
|
||||
// bottom left
|
||||
if (y < best_y) {
|
||||
best_y = y;
|
||||
best = prev;
|
||||
}
|
||||
} else {
|
||||
// best-fit
|
||||
if (y + height <= c->height) {
|
||||
// can only use it if it first vertically
|
||||
if (y < best_y || (y == best_y && waste < best_waste)) {
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
best_x = (best == NULL) ? 0 : (*best)->x;
|
||||
|
||||
// if doing best-fit (BF), we also have to try aligning right edge to each node position
|
||||
//
|
||||
// e.g, if fitting
|
||||
//
|
||||
// ____________________
|
||||
// |____________________|
|
||||
//
|
||||
// into
|
||||
//
|
||||
// | |
|
||||
// | ____________|
|
||||
// |____________|
|
||||
//
|
||||
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
|
||||
//
|
||||
// This makes BF take about 2x the time
|
||||
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
|
||||
tail = c->active_head;
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
// find first node that's admissible
|
||||
while (tail->x < width)
|
||||
tail = tail->next;
|
||||
while (tail) {
|
||||
int xpos = tail->x - width;
|
||||
int y,waste;
|
||||
STBRP_ASSERT(xpos >= 0);
|
||||
// find the left position that matches this
|
||||
while (node->next->x <= xpos) {
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
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 <= best_y) {
|
||||
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
||||
best_x = xpos;
|
||||
STBRP_ASSERT(y <= best_y);
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
tail = tail->next;
|
||||
}
|
||||
}
|
||||
|
||||
fr.prev_link = best;
|
||||
fr.x = best_x;
|
||||
fr.y = best_y;
|
||||
return fr;
|
||||
}
|
||||
|
||||
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
|
||||
{
|
||||
// find best position according to heuristic
|
||||
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
|
||||
stbrp_node *node, *cur;
|
||||
|
||||
// bail if:
|
||||
// 1. it failed
|
||||
// 2. the best node doesn't fit (we don't always check this)
|
||||
// 3. we're out of memory
|
||||
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
|
||||
res.prev_link = NULL;
|
||||
return res;
|
||||
}
|
||||
|
||||
// on success, create new node
|
||||
node = context->free_head;
|
||||
node->x = (stbrp_coord) res.x;
|
||||
node->y = (stbrp_coord) (res.y + height);
|
||||
|
||||
context->free_head = node->next;
|
||||
|
||||
// insert the new node into the right starting point, and
|
||||
// let 'cur' point to the remaining nodes needing to be
|
||||
// stiched back in
|
||||
|
||||
cur = *res.prev_link;
|
||||
if (cur->x < res.x) {
|
||||
// preserve the existing one, so start testing with the next one
|
||||
stbrp_node *next = cur->next;
|
||||
cur->next = node;
|
||||
cur = next;
|
||||
} else {
|
||||
*res.prev_link = node;
|
||||
}
|
||||
|
||||
// from here, traverse cur and free the nodes, until we get to one
|
||||
// that shouldn't be freed
|
||||
while (cur->next && cur->next->x <= res.x + width) {
|
||||
stbrp_node *next = cur->next;
|
||||
// move the current node to the free list
|
||||
cur->next = context->free_head;
|
||||
context->free_head = cur;
|
||||
cur = next;
|
||||
}
|
||||
|
||||
// stitch the list back in
|
||||
node->next = cur;
|
||||
|
||||
if (cur->x < res.x + width)
|
||||
cur->x = (stbrp_coord) (res.x + width);
|
||||
|
||||
#ifdef _DEBUG
|
||||
cur = context->active_head;
|
||||
while (cur->x < context->width) {
|
||||
STBRP_ASSERT(cur->x < cur->next->x);
|
||||
cur = cur->next;
|
||||
}
|
||||
STBRP_ASSERT(cur->next == NULL);
|
||||
|
||||
{
|
||||
int count=0;
|
||||
cur = context->active_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
cur = context->free_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
STBRP_ASSERT(count == context->num_nodes+2);
|
||||
}
|
||||
#endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
if (p->h > q->h)
|
||||
return -1;
|
||||
if (p->h < q->h)
|
||||
return 1;
|
||||
return (p->w > q->w) ? -1 : (p->w < q->w);
|
||||
}
|
||||
|
||||
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) 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;
|
||||
|
||||
// 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
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
|
||||
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
if (rects[i].w == 0 || rects[i].h == 0) {
|
||||
rects[i].x = rects[i].y = 0; // empty rect needs no space
|
||||
} else {
|
||||
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
|
||||
if (fr.prev_link) {
|
||||
rects[i].x = (stbrp_coord) fr.x;
|
||||
rects[i].y = (stbrp_coord) fr.y;
|
||||
} else {
|
||||
rects[i].x = rects[i].y = STBRP__MAXVAL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// unsort
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
||||
|
||||
// set was_packed flags and all_rects_packed status
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
|
||||
if (!rects[i].was_packed)
|
||||
all_rects_packed = 0;
|
||||
}
|
||||
|
||||
// return the all_rects_packed status
|
||||
return all_rects_packed;
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
------------------------------------------------------------------------------
|
||||
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
|
||||
so, subject to the following conditions:
|
||||
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
|
||||
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,
|
||||
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
|
||||
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
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
*/
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
|
@ -80,7 +80,6 @@
|
|||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<AdditionalIncludeDirectories>../../src;../../3rd-party/box2d</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
|
|
|
|||
|
|
@ -12,6 +12,10 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Box2D", "..\3rd-party\box2d
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Box2DSample", "Box2DSample\Box2DSample.vcxproj", "{324CFF47-4EB2-499A-BE5F-53A82E3BA14B}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ImGui", "..\3rd-party\ImGui\ImGui.vcxproj", "{AA7C72A9-DDBF-4398-A301-8EE157E37D4C}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ImGuiSample", "ImGuiSample\ImGuiSample.vcxproj", "{6152D36C-EA40-4968-A696-244B6CA58395}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Win32 = Debug|Win32
|
||||
|
|
@ -62,6 +66,22 @@ Global
|
|||
{324CFF47-4EB2-499A-BE5F-53A82E3BA14B}.Release|Win32.Build.0 = Release|Win32
|
||||
{324CFF47-4EB2-499A-BE5F-53A82E3BA14B}.Release|x64.ActiveCfg = Release|x64
|
||||
{324CFF47-4EB2-499A-BE5F-53A82E3BA14B}.Release|x64.Build.0 = Release|x64
|
||||
{AA7C72A9-DDBF-4398-A301-8EE157E37D4C}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{AA7C72A9-DDBF-4398-A301-8EE157E37D4C}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{AA7C72A9-DDBF-4398-A301-8EE157E37D4C}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{AA7C72A9-DDBF-4398-A301-8EE157E37D4C}.Debug|x64.Build.0 = Debug|x64
|
||||
{AA7C72A9-DDBF-4398-A301-8EE157E37D4C}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{AA7C72A9-DDBF-4398-A301-8EE157E37D4C}.Release|Win32.Build.0 = Release|Win32
|
||||
{AA7C72A9-DDBF-4398-A301-8EE157E37D4C}.Release|x64.ActiveCfg = Release|x64
|
||||
{AA7C72A9-DDBF-4398-A301-8EE157E37D4C}.Release|x64.Build.0 = Release|x64
|
||||
{6152D36C-EA40-4968-A696-244B6CA58395}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{6152D36C-EA40-4968-A696-244B6CA58395}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{6152D36C-EA40-4968-A696-244B6CA58395}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{6152D36C-EA40-4968-A696-244B6CA58395}.Debug|x64.Build.0 = Debug|x64
|
||||
{6152D36C-EA40-4968-A696-244B6CA58395}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{6152D36C-EA40-4968-A696-244B6CA58395}.Release|Win32.Build.0 = Release|Win32
|
||||
{6152D36C-EA40-4968-A696-244B6CA58395}.Release|x64.ActiveCfg = Release|x64
|
||||
{6152D36C-EA40-4968-A696-244B6CA58395}.Release|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
|
|
|||
|
|
@ -0,0 +1,2 @@
|
|||
# ImGui Configuration
|
||||
imgui.ini
|
||||
|
|
@ -0,0 +1,155 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>15.0</VCProjectVersion>
|
||||
<ProjectGuid>{6152D36C-EA40-4968-A696-244B6CA58395}</ProjectGuid>
|
||||
<RootNamespace>ImGuiSample</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="Shared">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<AdditionalIncludeDirectories>../../src;../../3rd-party/ImGui</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<AdditionalIncludeDirectories>../../src;../../3rd-party/ImGui</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<AdditionalIncludeDirectories>../../src;../../3rd-party/ImGui</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<AdditionalIncludeDirectories>../../src;../../3rd-party/ImGui</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="imgui_impl_dx11.cpp" />
|
||||
<ClCompile Include="imgui_impl_win32.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="imgui_impl_dx11.h" />
|
||||
<ClInclude Include="imgui_impl_win32.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\3rd-party\ImGui\ImGui.vcxproj">
|
||||
<Project>{aa7c72a9-ddbf-4398-a301-8ee157e37d4c}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\Easy2D\Easy2D.vcxproj">
|
||||
<Project>{ff7f943d-a89c-4e6c-97cf-84f7d8ff8edf}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp" />
|
||||
<ClCompile Include="imgui_impl_win32.cpp" />
|
||||
<ClCompile Include="imgui_impl_dx11.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="imgui_impl_win32.h" />
|
||||
<ClInclude Include="imgui_impl_dx11.h" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
|
@ -0,0 +1,493 @@
|
|||
// dear imgui: Renderer for Easy2D (DirectX11)
|
||||
|
||||
#include "imgui/imgui.h"
|
||||
#include "imgui_impl_dx11.h"
|
||||
|
||||
// DirectX
|
||||
#include <stdio.h>
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#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
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// 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)
|
||||
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
g_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.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
|
||||
return;
|
||||
}
|
||||
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
g_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.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
|
||||
if (ctx->Map(g_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)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_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];
|
||||
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
ctx->Unmap(g_pVB, 0);
|
||||
ctx->Unmap(g_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).
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mapped_resource;
|
||||
if (ctx->Map(g_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 },
|
||||
};
|
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||
ctx->Unmap(g_pVertexConstantBuffer, 0);
|
||||
}
|
||||
|
||||
// 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;
|
||||
};
|
||||
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);
|
||||
ctx->RSGetState(&old.RS);
|
||||
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
|
||||
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||
ctx->PSGetSamplers(0, 1, &old.PSSampler);
|
||||
old.PSInstancesCount = old.VSInstancesCount = 256;
|
||||
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
|
||||
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
|
||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
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);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
ImVec2 pos = 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)
|
||||
{
|
||||
// User callback (registered via ImDrawList::AddCallback)
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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) };
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
|
||||
ctx->PSSetShaderResources(0, 1, &texture_srv);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
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->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();
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
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.SampleDesc.Count = 1;
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D11Texture2D *pTexture = NULL;
|
||||
D3D11_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &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();
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
|
||||
|
||||
// Create texture sampler
|
||||
{
|
||||
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.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return false;
|
||||
if (g_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.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
};\
|
||||
struct VS_INPUT\
|
||||
{\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
struct PS_INPUT\
|
||||
{\
|
||||
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;\
|
||||
}";
|
||||
|
||||
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)
|
||||
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 },
|
||||
};
|
||||
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||
return false;
|
||||
|
||||
// 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.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
sampler sampler0;\
|
||||
Texture2D texture0;\
|
||||
\
|
||||
float4 main(PS_INPUT input) : SV_Target\
|
||||
{\
|
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||
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)
|
||||
return false;
|
||||
}
|
||||
|
||||
// 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.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||
g_pd3dDevice->CreateBlendState(&desc, &g_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.DepthClipEnable = true;
|
||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_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.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
|
||||
}
|
||||
|
||||
ImGui_ImplDX11_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_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; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx11";
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = NULL;
|
||||
IDXGIAdapter* pDXGIAdapter = NULL;
|
||||
IDXGIFactory* pFactory = NULL;
|
||||
|
||||
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;
|
||||
}
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
|
||||
g_pd3dDevice = NULL;
|
||||
g_pd3dDeviceContext = NULL;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_NewFrame()
|
||||
{
|
||||
if (!g_pFontSampler)
|
||||
ImGui_ImplDX11_CreateDeviceObjects();
|
||||
}
|
||||
|
|
@ -0,0 +1,15 @@
|
|||
// dear imgui: Renderer for Easy2D (DirectX11)
|
||||
|
||||
#pragma once
|
||||
|
||||
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);
|
||||
|
||||
// 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();
|
||||
|
|
@ -0,0 +1,234 @@
|
|||
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
|
||||
#include "imgui/imgui.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <tchar.h>
|
||||
|
||||
// Win32 Data
|
||||
static HWND g_hWnd = 0;
|
||||
static INT64 g_Time = 0;
|
||||
static INT64 g_TicksPerSecond = 0;
|
||||
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
{
|
||||
if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
||||
return false;
|
||||
if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
|
||||
return false;
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
g_hWnd = (HWND)hwnd;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
io.BackendPlatformName = "imgui_impl_win32";
|
||||
io.ImeWindowHandle = hwnd;
|
||||
|
||||
// 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] = VK_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
|
||||
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
|
||||
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = VK_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
||||
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
io.KeyMap[ImGuiKey_X] = 'X';
|
||||
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_Shutdown()
|
||||
{
|
||||
g_hWnd = (HWND)0;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplWin32_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return false;
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
::SetCursor(NULL);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
LPTSTR win32_cursor = IDC_ARROW;
|
||||
switch (imgui_cursor)
|
||||
{
|
||||
case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
|
||||
case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
|
||||
case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
|
||||
case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
|
||||
case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
|
||||
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
|
||||
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
|
||||
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
|
||||
}
|
||||
::SetCursor(::LoadCursor(NULL, win32_cursor));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_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(g_hWnd, &pos);
|
||||
::SetCursorPos(pos.x, pos.y);
|
||||
}
|
||||
|
||||
// Set mouse position
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
POINT pos;
|
||||
if (HWND active_window = ::GetForegroundWindow())
|
||||
if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
|
||||
if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
|
||||
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect;
|
||||
::GetClientRect(g_hWnd, &rect);
|
||||
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
||||
|
||||
// Setup time step
|
||||
INT64 current_time;
|
||||
::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
|
||||
g_Time = current_time;
|
||||
|
||||
// Read keyboard modifiers inputs
|
||||
io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
|
||||
io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
|
||||
io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
|
||||
io.KeySuper = false;
|
||||
// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
|
||||
|
||||
// Update OS mouse position
|
||||
ImGui_ImplWin32_UpdateMousePos();
|
||||
|
||||
// Update OS mouse cursor with the cursor requested by imgui
|
||||
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
||||
if (g_LastMouseCursor != mouse_cursor)
|
||||
{
|
||||
g_LastMouseCursor = mouse_cursor;
|
||||
ImGui_ImplWin32_UpdateMouseCursor();
|
||||
}
|
||||
}
|
||||
|
||||
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
|
||||
#ifndef WM_MOUSEHWHEEL
|
||||
#define WM_MOUSEHWHEEL 0x020E
|
||||
#endif
|
||||
#ifndef DBT_DEVNODES_CHANGED
|
||||
#define DBT_DEVNODES_CHANGED 0x0007
|
||||
#endif
|
||||
|
||||
// Process Win32 mouse/keyboard inputs.
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
|
||||
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui::GetCurrentContext() == NULL)
|
||||
return 0;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
switch (msg)
|
||||
{
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
|
||||
{
|
||||
int button = 0;
|
||||
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
|
||||
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
|
||||
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
|
||||
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
|
||||
::SetCapture(hwnd);
|
||||
io.MouseDown[button] = true;
|
||||
return 0;
|
||||
}
|
||||
case WM_LBUTTONUP:
|
||||
case WM_RBUTTONUP:
|
||||
case WM_MBUTTONUP:
|
||||
case WM_XBUTTONUP:
|
||||
{
|
||||
int button = 0;
|
||||
if (msg == WM_LBUTTONUP) { button = 0; }
|
||||
if (msg == WM_RBUTTONUP) { button = 1; }
|
||||
if (msg == WM_MBUTTONUP) { button = 2; }
|
||||
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
io.MouseDown[button] = false;
|
||||
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
|
||||
::ReleaseCapture();
|
||||
return 0;
|
||||
}
|
||||
case WM_MOUSEWHEEL:
|
||||
io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
|
||||
return 0;
|
||||
case WM_MOUSEHWHEEL:
|
||||
io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
|
||||
return 0;
|
||||
case WM_KEYDOWN:
|
||||
case WM_SYSKEYDOWN:
|
||||
if (wParam < 256)
|
||||
io.KeysDown[wParam] = 1;
|
||||
return 0;
|
||||
case WM_KEYUP:
|
||||
case WM_SYSKEYUP:
|
||||
if (wParam < 256)
|
||||
io.KeysDown[wParam] = 0;
|
||||
return 0;
|
||||
case WM_CHAR:
|
||||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||
if (wParam > 0 && wParam < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)wParam);
|
||||
return 0;
|
||||
case WM_SETCURSOR:
|
||||
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,15 @@
|
|||
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
|
||||
#pragma once
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
|
||||
|
||||
// Handler for Win32 messages, update mouse/keyboard data.
|
||||
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
|
||||
// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can COPY this line into your .cpp code instead.
|
||||
/*
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
*/
|
||||
|
|
@ -0,0 +1,143 @@
|
|||
// ImGui
|
||||
#include "imgui/imgui.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
#include "imgui_impl_dx11.h"
|
||||
#include <tchar.h>
|
||||
|
||||
// easy2d
|
||||
#include "easy2d.h"
|
||||
using namespace easy2d;
|
||||
|
||||
const int WINDOW_WIDTH = 1280;
|
||||
const int WINDOW_HEIGHT = 800;
|
||||
|
||||
|
||||
E2D_DECLARE_SMART_PTR(ImGuiScene);
|
||||
class ImGuiScene
|
||||
: public Scene
|
||||
{
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
Color clear_color = Color(0.45f, 0.55f, 0.6f, 1.f);
|
||||
|
||||
public:
|
||||
void OnEnter() override
|
||||
{
|
||||
// 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();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplWin32_Init(Window::Instance().GetHandle());
|
||||
ImGui_ImplDX11_Init(
|
||||
Renderer::Instance().GetDeviceResources()->GetD3DDevice(),
|
||||
Renderer::Instance().GetDeviceResources()->GetD3DDeviceContext()
|
||||
);
|
||||
}
|
||||
|
||||
void OnRender() override
|
||||
{
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplDX11_NewFrame();
|
||||
ImGui_ImplWin32_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
Renderer::Instance().SetClearColor(clear_color);
|
||||
}
|
||||
|
||||
void OnExit() override
|
||||
{
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND, UINT, WPARAM, LPARAM);
|
||||
|
||||
class ImGuiApp
|
||||
: public Application
|
||||
{
|
||||
public:
|
||||
ImGuiApp()
|
||||
{
|
||||
Options options;
|
||||
options.title = L"ImGui Demo";
|
||||
options.width = WINDOW_WIDTH;
|
||||
options.height = WINDOW_HEIGHT;
|
||||
options.clear_color = Color(0.45f, 0.55f, 0.6f, 1.f);
|
||||
|
||||
Init(options);
|
||||
|
||||
SetPreMessageProc(ImGui_ImplWin32_WndProcHandler);
|
||||
}
|
||||
|
||||
void OnStart() override
|
||||
{
|
||||
ImGuiScenePtr scene = new ImGuiScene;
|
||||
EnterScene(scene);
|
||||
}
|
||||
};
|
||||
|
||||
int main()
|
||||
{
|
||||
try
|
||||
{
|
||||
ImGuiApp app;
|
||||
app.Run();
|
||||
}
|
||||
catch (std::exception& e)
|
||||
{
|
||||
::MessageBoxA(nullptr, e.what(), "An exception has occurred!", MB_ICONERROR | MB_OK);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
|
@ -34,6 +34,11 @@
|
|||
|
||||
namespace easy2d
|
||||
{
|
||||
namespace
|
||||
{
|
||||
LRESULT(*pre_proc)(HWND, UINT, WPARAM, LPARAM) = nullptr; // Custom message proc for user
|
||||
}
|
||||
|
||||
Application::Application(String const& app_name)
|
||||
: end_(true)
|
||||
, inited_(false)
|
||||
|
|
@ -73,6 +78,7 @@ namespace easy2d
|
|||
);
|
||||
|
||||
Renderer::Instance().SetClearColor(options.clear_color);
|
||||
Renderer::Instance().SetVSyncEnabled(options.vsync);
|
||||
|
||||
ThrowIfFailed(
|
||||
Input::Instance().Init(
|
||||
|
|
@ -125,9 +131,13 @@ namespace easy2d
|
|||
{
|
||||
inited_ = false;
|
||||
|
||||
if (curr_scene_)
|
||||
curr_scene_->OnExit();
|
||||
|
||||
transition_.Reset();
|
||||
next_scene_.Reset();
|
||||
curr_scene_.Reset();
|
||||
debug_node_.Reset();
|
||||
|
||||
Audio::Instance().Destroy();
|
||||
Renderer::Instance().Destroy();
|
||||
|
|
@ -170,6 +180,25 @@ namespace easy2d
|
|||
time_scale_ = scale_factor;
|
||||
}
|
||||
|
||||
void Application::SetPreMessageProc(LRESULT(*proc)(HWND, UINT, WPARAM, LPARAM))
|
||||
{
|
||||
pre_proc = proc;
|
||||
}
|
||||
|
||||
void Application::ShowDebugInfo(bool show)
|
||||
{
|
||||
if (show)
|
||||
{
|
||||
debug_node_ = new DebugNode;
|
||||
Renderer::Instance().StartCollectStatus();
|
||||
}
|
||||
else
|
||||
{
|
||||
debug_node_.Reset();
|
||||
Renderer::Instance().StopCollectStatus();
|
||||
}
|
||||
}
|
||||
|
||||
void Application::Update()
|
||||
{
|
||||
static auto last = time::Now();
|
||||
|
|
@ -207,11 +236,13 @@ namespace easy2d
|
|||
if (next_scene_)
|
||||
next_scene_->Update(dt);
|
||||
|
||||
if (DebugNode::IsShown())
|
||||
DebugNode::Instance().Update(dt);
|
||||
if (debug_node_)
|
||||
debug_node_->Update(dt);
|
||||
|
||||
Input::Instance().Update();
|
||||
}
|
||||
|
||||
void Application::Render(HWND hwnd)
|
||||
void Application::Render()
|
||||
{
|
||||
ThrowIfFailed(
|
||||
Renderer::Instance().BeginDraw()
|
||||
|
|
@ -226,14 +257,14 @@ namespace easy2d
|
|||
curr_scene_->Render();
|
||||
}
|
||||
|
||||
if (DebugNode::IsShown())
|
||||
DebugNode::Instance().Render();
|
||||
if (debug_node_)
|
||||
debug_node_->Render();
|
||||
|
||||
OnRender();
|
||||
|
||||
ThrowIfFailed(
|
||||
Renderer::Instance().EndDraw()
|
||||
);
|
||||
|
||||
::InvalidateRect(hwnd, NULL, FALSE);
|
||||
}
|
||||
|
||||
void Application::AllocConsole()
|
||||
|
|
@ -272,6 +303,9 @@ namespace easy2d
|
|||
|
||||
LRESULT CALLBACK Application::WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
|
||||
{
|
||||
if (pre_proc && pre_proc(hwnd, msg, wparam, lparam))
|
||||
return 1;
|
||||
|
||||
Application * app = reinterpret_cast<Application*>(
|
||||
static_cast<LONG_PTR>(::GetWindowLongPtrW(hwnd, GWLP_USERDATA))
|
||||
);
|
||||
|
|
@ -284,9 +318,9 @@ namespace easy2d
|
|||
case WM_PAINT:
|
||||
{
|
||||
app->Update();
|
||||
app->Render(hwnd);
|
||||
app->Render();
|
||||
|
||||
Input::Instance().Update();
|
||||
::InvalidateRect(hwnd, NULL, FALSE);
|
||||
return 0;
|
||||
}
|
||||
break;
|
||||
|
|
|
|||
|
|
@ -73,6 +73,9 @@ namespace easy2d
|
|||
// 销毁时
|
||||
virtual void OnDestroy() {}
|
||||
|
||||
// 渲染时
|
||||
virtual void OnRender() {}
|
||||
|
||||
// 更新时
|
||||
virtual void OnUpdate(Duration dt) { E2D_NOT_USED(dt); }
|
||||
|
||||
|
|
@ -104,23 +107,34 @@ namespace easy2d
|
|||
float scale_factor
|
||||
);
|
||||
|
||||
// 设置消息预处理函数
|
||||
void SetPreMessageProc(
|
||||
LRESULT (*proc)(HWND, UINT, WPARAM, LPARAM)
|
||||
);
|
||||
|
||||
// 显示调试信息
|
||||
void ShowDebugInfo(
|
||||
bool show = true
|
||||
);
|
||||
|
||||
// 分配控制台
|
||||
static void AllocConsole();
|
||||
|
||||
private:
|
||||
void Render(HWND);
|
||||
protected:
|
||||
void Render();
|
||||
|
||||
void Update();
|
||||
|
||||
static LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
|
||||
|
||||
private:
|
||||
protected:
|
||||
bool end_;
|
||||
bool inited_;
|
||||
float time_scale_;
|
||||
String app_name_;
|
||||
ScenePtr curr_scene_;
|
||||
ScenePtr next_scene_;
|
||||
NodePtr debug_node_;
|
||||
TransitionPtr transition_;
|
||||
};
|
||||
}
|
||||
|
|
|
|||
|
|
@ -28,15 +28,10 @@
|
|||
|
||||
namespace easy2d
|
||||
{
|
||||
namespace
|
||||
{
|
||||
bool show = false;
|
||||
}
|
||||
|
||||
DebugNode::DebugNode()
|
||||
{
|
||||
debug_text_ = new Text();
|
||||
debug_text_->SetPosition(15, 15);
|
||||
debug_text_->SetPosition(20, 20);
|
||||
this->AddChild(debug_text_);
|
||||
|
||||
Font font;
|
||||
|
|
@ -54,31 +49,12 @@ namespace easy2d
|
|||
{
|
||||
}
|
||||
|
||||
void DebugNode::AddDebugText(String const & text)
|
||||
{
|
||||
try
|
||||
{
|
||||
texts_.push_back(text);
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
void DebugNode::ClearDebugText()
|
||||
{
|
||||
texts_.clear();
|
||||
}
|
||||
|
||||
void DebugNode::OnRender()
|
||||
{
|
||||
Renderer::Instance().GetSolidColorBrush()->SetColor(D2D1::ColorF(0.0f, 0.0f, 0.0f, 0.5f));
|
||||
|
||||
Renderer::Instance().GetDeviceResources()->GetD2DDeviceContext()->FillRoundedRectangle(
|
||||
D2D1::RoundedRect(
|
||||
D2D1_RECT_F{ 10, 10, 200, 120 },
|
||||
6.f,
|
||||
6.f),
|
||||
Renderer::Instance().GetDeviceResources()->GetD2DDeviceContext()->FillRectangle(
|
||||
D2D1_RECT_F{ 10, 10, 30 + debug_text_->GetWidth(), 30 + debug_text_->GetHeight() },
|
||||
Renderer::Instance().GetSolidColorBrush()
|
||||
);
|
||||
}
|
||||
|
|
@ -116,25 +92,9 @@ namespace easy2d
|
|||
GetProcessMemoryInfo(GetCurrentProcess(), (PROCESS_MEMORY_COUNTERS*)&pmc, sizeof(pmc));
|
||||
ss << "Memory: " << pmc.PrivateUsage / 1024 << "kb";
|
||||
|
||||
for (const auto& text : texts_)
|
||||
ss << std::endl << text;
|
||||
|
||||
debug_text_->SetText(ss.str());
|
||||
}
|
||||
|
||||
void DebugNode::Show()
|
||||
{
|
||||
show = true;
|
||||
}
|
||||
|
||||
void DebugNode::Hide()
|
||||
{
|
||||
show = false;
|
||||
}
|
||||
|
||||
bool DebugNode::IsShown()
|
||||
{
|
||||
return show;
|
||||
debug_text_->SetSize(debug_text_->GetLayoutSize());
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -20,41 +20,24 @@
|
|||
|
||||
#pragma once
|
||||
#include "Text.h"
|
||||
#include "Singleton.hpp"
|
||||
#include "time.h"
|
||||
|
||||
namespace easy2d
|
||||
{
|
||||
class E2D_API DebugNode
|
||||
: public VisualNode
|
||||
, public Singleton<DebugNode>
|
||||
: public Node
|
||||
{
|
||||
E2D_DECLARE_SINGLETON(DebugNode);
|
||||
|
||||
public:
|
||||
DebugNode();
|
||||
|
||||
virtual ~DebugNode();
|
||||
|
||||
// 显示调试信息
|
||||
void Show();
|
||||
|
||||
// 隐藏调试信息
|
||||
void Hide();
|
||||
|
||||
void AddDebugText(String const& text);
|
||||
|
||||
void ClearDebugText();
|
||||
|
||||
void OnRender() override;
|
||||
|
||||
void OnUpdate(Duration dt) override;
|
||||
|
||||
static bool IsShown();
|
||||
|
||||
protected:
|
||||
TextPtr debug_text_;
|
||||
Array<TimePoint> frame_time_;
|
||||
Array<String> texts_;
|
||||
};
|
||||
}
|
||||
|
|
|
|||
|
|
@ -171,7 +171,7 @@ namespace easy2d
|
|||
|
||||
HRESULT Audio::Init()
|
||||
{
|
||||
E2D_LOG(L"Initing audio resources");
|
||||
E2D_LOG(L"Creating audio resources");
|
||||
|
||||
HRESULT hr = modules::MediaFoundation::Get().MFStartup(MF_VERSION, MFSTARTUP_FULL);
|
||||
|
||||
|
|
|
|||
|
|
@ -28,9 +28,11 @@ namespace easy2d
|
|||
{
|
||||
Renderer::Renderer()
|
||||
: antialias_(true)
|
||||
, vsync_(true)
|
||||
, text_antialias_(TextAntialias::ClearType)
|
||||
, clear_color_(D2D1::ColorF(D2D1::ColorF::Black))
|
||||
, opacity_(1.f)
|
||||
, collecting_status_(false)
|
||||
{
|
||||
status_.primitives = 0;
|
||||
}
|
||||
|
|
@ -127,7 +129,7 @@ namespace easy2d
|
|||
if (!device_context_)
|
||||
return E_UNEXPECTED;
|
||||
|
||||
// if (debug_)
|
||||
if (collecting_status_)
|
||||
{
|
||||
status_.start = time::Now();
|
||||
status_.primitives = 0;
|
||||
|
|
@ -136,7 +138,6 @@ namespace easy2d
|
|||
device_context_->SaveDrawingState(drawing_state_block_.Get());
|
||||
|
||||
device_context_->BeginDraw();
|
||||
device_context_->Clear(clear_color_);
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
|
@ -152,7 +153,19 @@ namespace easy2d
|
|||
if (SUCCEEDED(hr))
|
||||
{
|
||||
// The first argument instructs DXGI to block until VSync.
|
||||
hr = device_resources_->GetDXGISwapChain()->Present(1, 0);
|
||||
hr = device_resources_->GetDXGISwapChain()->Present(vsync_ ? 1 : 0, 0);
|
||||
|
||||
auto main_rt_view = device_resources_->GetD3DRenderTargetView();
|
||||
device_resources_->GetD3DDeviceContext()->OMSetRenderTargets(
|
||||
1,
|
||||
&main_rt_view,
|
||||
device_resources_->GetD3DDepthStencilView()
|
||||
);
|
||||
|
||||
device_resources_->GetD3DDeviceContext()->ClearRenderTargetView(
|
||||
main_rt_view,
|
||||
reinterpret_cast<float*>(&clear_color_)
|
||||
);
|
||||
}
|
||||
|
||||
if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
|
||||
|
|
@ -161,7 +174,7 @@ namespace easy2d
|
|||
hr = HandleDeviceLost();
|
||||
}
|
||||
|
||||
// if (debug_)
|
||||
if (collecting_status_)
|
||||
{
|
||||
status_.duration = time::Now() - status_.start;
|
||||
}
|
||||
|
|
@ -196,7 +209,7 @@ namespace easy2d
|
|||
device_resources_->GetStrokeStyle(stroke)
|
||||
);
|
||||
|
||||
// if (debug_)
|
||||
if (collecting_status_)
|
||||
++status_.primitives;
|
||||
return S_OK;
|
||||
}
|
||||
|
|
@ -231,7 +244,7 @@ namespace easy2d
|
|||
DX::ConvertToRectF(image->GetCropRect())
|
||||
);
|
||||
|
||||
// if (debug_)
|
||||
if (collecting_status_)
|
||||
++status_.primitives;
|
||||
return S_OK;
|
||||
}
|
||||
|
|
@ -254,7 +267,7 @@ namespace easy2d
|
|||
rect
|
||||
);
|
||||
|
||||
// if (debug_)
|
||||
if (collecting_status_)
|
||||
++status_.primitives;
|
||||
return S_OK;
|
||||
}
|
||||
|
|
@ -264,11 +277,16 @@ namespace easy2d
|
|||
if (!text_renderer_)
|
||||
return E_UNEXPECTED;
|
||||
|
||||
// if (debug_)
|
||||
if (collecting_status_)
|
||||
++status_.primitives;
|
||||
return text_layout->Draw(nullptr, text_renderer_.Get(), 0, 0);
|
||||
}
|
||||
|
||||
void Renderer::SetVSyncEnabled(bool enabled)
|
||||
{
|
||||
vsync_ = enabled;
|
||||
}
|
||||
|
||||
HRESULT Renderer::PushClip(const Matrix & clip_matrix, const Size & clip_size)
|
||||
{
|
||||
if (!device_context_)
|
||||
|
|
@ -320,6 +338,16 @@ namespace easy2d
|
|||
return S_OK;
|
||||
}
|
||||
|
||||
void Renderer::StartCollectStatus()
|
||||
{
|
||||
collecting_status_ = true;
|
||||
}
|
||||
|
||||
void Renderer::StopCollectStatus()
|
||||
{
|
||||
collecting_status_ = false;
|
||||
}
|
||||
|
||||
void Renderer::SetClearColor(const Color & color)
|
||||
{
|
||||
clear_color_ = DX::ConvertToColorF(color);
|
||||
|
|
|
|||
|
|
@ -104,6 +104,11 @@ namespace easy2d
|
|||
TextAntialias mode
|
||||
);
|
||||
|
||||
// 开启或关闭垂直同步
|
||||
void SetVSyncEnabled(
|
||||
bool enabled
|
||||
);
|
||||
|
||||
// ÉèÖû±Ê͸Ã÷¶È
|
||||
void SetOpacity(
|
||||
float opacity
|
||||
|
|
@ -135,6 +140,10 @@ namespace easy2d
|
|||
|
||||
HRESULT PopLayer();
|
||||
|
||||
void StartCollectStatus();
|
||||
|
||||
void StopCollectStatus();
|
||||
|
||||
private:
|
||||
Renderer();
|
||||
|
||||
|
|
@ -145,9 +154,12 @@ namespace easy2d
|
|||
HRESULT HandleDeviceLost();
|
||||
|
||||
private:
|
||||
unsigned long ref_count_;
|
||||
|
||||
float opacity_;
|
||||
bool antialias_;
|
||||
unsigned long ref_count_;
|
||||
bool vsync_;
|
||||
bool collecting_status_;
|
||||
|
||||
TextAntialias text_antialias_;
|
||||
D2D1_COLOR_F clear_color_;
|
||||
|
|
|
|||
|
|
@ -20,7 +20,7 @@
|
|||
|
||||
#include "D3D10DeviceResources.h"
|
||||
|
||||
#ifdef E2D_USE_DIRECTX10
|
||||
#if defined(E2D_USE_DIRECTX10)
|
||||
|
||||
#include "../core/Image.h"
|
||||
#include "../core/logs.h"
|
||||
|
|
@ -266,8 +266,10 @@ namespace easy2d
|
|||
|
||||
// Clear the previous window size specific context.
|
||||
ID3D10RenderTargetView* null_views[] = { nullptr };
|
||||
SetTargetBitmap(nullptr);
|
||||
d3d_device_->OMSetRenderTargets(ARRAYSIZE(null_views), null_views, nullptr);
|
||||
SetTargetBitmap(nullptr);
|
||||
d3d_rt_view_ = nullptr;
|
||||
d3d_ds_view_ = nullptr;
|
||||
d3d_device_->Flush();
|
||||
|
||||
// Calculate the necessary render target size in pixels.
|
||||
|
|
@ -278,12 +280,11 @@ namespace easy2d
|
|||
output_size_.x = std::max(output_size_.x, 1.f);
|
||||
output_size_.y = std::max(output_size_.y, 1.f);
|
||||
|
||||
// If the swap chain already exists, resize it.
|
||||
hr = dxgi_swap_chain_->ResizeBuffers(
|
||||
2, // Double-buffered swap chain.
|
||||
::lround(output_size_.x),
|
||||
::lround(output_size_.y),
|
||||
DXGI_FORMAT_B8G8R8A8_UNORM,
|
||||
DXGI_FORMAT_UNKNOWN,
|
||||
0);
|
||||
|
||||
if (SUCCEEDED(hr))
|
||||
|
|
@ -306,25 +307,26 @@ namespace easy2d
|
|||
d3d_rt_view_ = nullptr;
|
||||
hr = d3d_device_->CreateRenderTargetView(dxgi_back_buffer.Get(), &renderDesc, &d3d_rt_view_);
|
||||
}
|
||||
}
|
||||
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
ComPtr<ID3D10Texture2D> depth_stencil;
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
D3D10_TEXTURE2D_DESC tex_desc;
|
||||
tex_desc.ArraySize = 1;
|
||||
tex_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
|
||||
tex_desc.CPUAccessFlags = 0;
|
||||
tex_desc.Format = DXGI_FORMAT_D16_UNORM;
|
||||
tex_desc.Width = static_cast<UINT>(output_size_.x);
|
||||
tex_desc.Height = static_cast<UINT>(output_size_.y);
|
||||
tex_desc.MipLevels = 1;
|
||||
tex_desc.MiscFlags = 0;
|
||||
tex_desc.SampleDesc.Count = 1;
|
||||
tex_desc.SampleDesc.Quality = 0;
|
||||
tex_desc.Usage = D3D10_USAGE_DEFAULT;
|
||||
|
||||
hr = d3d_device_->CreateTexture2D(&tex_desc, NULL, &depth_stencil);
|
||||
}
|
||||
D3D10_TEXTURE2D_DESC tex_desc;
|
||||
tex_desc.ArraySize = 1;
|
||||
tex_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
|
||||
tex_desc.CPUAccessFlags = 0;
|
||||
tex_desc.Format = DXGI_FORMAT_D16_UNORM;
|
||||
tex_desc.Width = static_cast<UINT>(output_size_.x);
|
||||
tex_desc.Height = static_cast<UINT>(output_size_.y);
|
||||
tex_desc.MipLevels = 1;
|
||||
tex_desc.MiscFlags = 0;
|
||||
tex_desc.SampleDesc.Count = 1;
|
||||
tex_desc.SampleDesc.Quality = 0;
|
||||
tex_desc.Usage = D3D10_USAGE_DEFAULT;
|
||||
|
||||
hr = d3d_device_->CreateTexture2D(&tex_desc, NULL, &depth_stencil);
|
||||
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
|
|
@ -336,13 +338,16 @@ namespace easy2d
|
|||
d3d_ds_view_.Reset();
|
||||
hr = d3d_device_->CreateDepthStencilView(depth_stencil.Get(), &desc, &d3d_ds_view_);
|
||||
}
|
||||
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
ID3D10RenderTargetView* main_view = d3d_rt_view_.Get();
|
||||
d3d_device_context_->OMSetRenderTargets(1, &main_view, d3d_ds_view_.Get());
|
||||
}
|
||||
}
|
||||
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
ID3D10RenderTargetView* views[] = { d3d_rt_view_.Get() };
|
||||
d3d_device_->OMSetRenderTargets(1, views, d3d_ds_view_.Get());
|
||||
|
||||
// Set a new viewport based on the new dimensions
|
||||
D3D10_VIEWPORT viewport;
|
||||
viewport.Width = static_cast<UINT>(output_size_.x);
|
||||
|
|
@ -369,7 +374,7 @@ namespace easy2d
|
|||
dxgi_back_buffer.Get(),
|
||||
D2D1::BitmapProperties1(
|
||||
D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
|
||||
D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED),
|
||||
D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
|
||||
dpi_,
|
||||
dpi_),
|
||||
&target);
|
||||
|
|
|
|||
|
|
@ -20,7 +20,7 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#ifdef E2D_USE_DIRECTX10
|
||||
#if defined(E2D_USE_DIRECTX10)
|
||||
|
||||
#include "helper.hpp"
|
||||
#include "D2DDeviceResources.h"
|
||||
|
|
|
|||
|
|
@ -20,7 +20,7 @@
|
|||
|
||||
#include "D3D11DeviceResources.h"
|
||||
|
||||
#ifndef E2D_USE_DIRECTX10
|
||||
#if !defined(E2D_USE_DIRECTX10)
|
||||
|
||||
#include "../core/Image.h"
|
||||
#include "../core/logs.h"
|
||||
|
|
@ -241,7 +241,7 @@ namespace easy2d
|
|||
swap_chain_desc.SampleDesc.Count = 1;
|
||||
swap_chain_desc.SampleDesc.Quality = 0;
|
||||
swap_chain_desc.Windowed = TRUE;
|
||||
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||
|
||||
ComPtr<IDXGIDevice> dxgi_device;
|
||||
if (SUCCEEDED(hr))
|
||||
|
|
@ -282,8 +282,10 @@ namespace easy2d
|
|||
|
||||
// Clear the previous window size specific context.
|
||||
ID3D11RenderTargetView* null_views[] = { nullptr };
|
||||
SetTargetBitmap(nullptr);
|
||||
d3d_device_context_->OMSetRenderTargets(ARRAYSIZE(null_views), null_views, nullptr);
|
||||
SetTargetBitmap(nullptr);
|
||||
d3d_rt_view_ = nullptr;
|
||||
d3d_ds_view_ = nullptr;
|
||||
d3d_device_context_->Flush();
|
||||
|
||||
// Calculate the necessary render target size in pixels.
|
||||
|
|
@ -294,12 +296,11 @@ namespace easy2d
|
|||
output_size_.x = std::max(output_size_.x, 1.f);
|
||||
output_size_.y = std::max(output_size_.y, 1.f);
|
||||
|
||||
// If the swap chain already exists, resize it.
|
||||
hr = dxgi_swap_chain_->ResizeBuffers(
|
||||
2, // Double-buffered swap chain.
|
||||
::lround(output_size_.x),
|
||||
::lround(output_size_.y),
|
||||
DXGI_FORMAT_B8G8R8A8_UNORM,
|
||||
DXGI_FORMAT_UNKNOWN,
|
||||
0);
|
||||
|
||||
if (SUCCEEDED(hr))
|
||||
|
|
@ -314,21 +315,22 @@ namespace easy2d
|
|||
d3d_rt_view_ = nullptr;
|
||||
hr = d3d_device_->CreateRenderTargetView(dxgi_back_buffer.Get(), nullptr, &d3d_rt_view_);
|
||||
}
|
||||
}
|
||||
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
ComPtr<ID3D11Texture2D> depth_stencil;
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
CD3D11_TEXTURE2D_DESC tex_desc(
|
||||
DXGI_FORMAT_D24_UNORM_S8_UINT,
|
||||
static_cast<UINT>(output_size_.x),
|
||||
static_cast<UINT>(output_size_.y),
|
||||
1, // This depth stencil view has only one texture.
|
||||
1, // Use a single mipmap level.
|
||||
D3D11_BIND_DEPTH_STENCIL
|
||||
);
|
||||
|
||||
hr = d3d_device_->CreateTexture2D(&tex_desc, nullptr, &depth_stencil);
|
||||
}
|
||||
CD3D11_TEXTURE2D_DESC tex_desc(
|
||||
DXGI_FORMAT_D24_UNORM_S8_UINT,
|
||||
static_cast<UINT>(output_size_.x),
|
||||
static_cast<UINT>(output_size_.y),
|
||||
1, // This depth stencil view has only one texture.
|
||||
1, // Use a single mipmap level.
|
||||
D3D11_BIND_DEPTH_STENCIL
|
||||
);
|
||||
|
||||
hr = d3d_device_->CreateTexture2D(&tex_desc, nullptr, &depth_stencil);
|
||||
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
|
|
@ -337,13 +339,16 @@ namespace easy2d
|
|||
d3d_ds_view_.Reset();
|
||||
hr = d3d_device_->CreateDepthStencilView(depth_stencil.Get(), &desc, &d3d_ds_view_);
|
||||
}
|
||||
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
ID3D11RenderTargetView* main_view = d3d_rt_view_.Get();
|
||||
d3d_device_context_->OMSetRenderTargets(1, &main_view, d3d_ds_view_.Get());
|
||||
}
|
||||
}
|
||||
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
ID3D11RenderTargetView* views[] = { d3d_rt_view_.Get() };
|
||||
d3d_device_context_->OMSetRenderTargets(1, views, d3d_ds_view_.Get());
|
||||
|
||||
// Set the 3D rendering viewport to target the entire window.
|
||||
CD3D11_VIEWPORT screen_viewport(
|
||||
0.0f,
|
||||
|
|
@ -368,7 +373,7 @@ namespace easy2d
|
|||
dxgi_back_buffer.Get(),
|
||||
D2D1::BitmapProperties1(
|
||||
D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
|
||||
D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED),
|
||||
D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
|
||||
dpi_,
|
||||
dpi_),
|
||||
&target);
|
||||
|
|
|
|||
|
|
@ -20,7 +20,7 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#ifndef E2D_USE_DIRECTX10
|
||||
#if !defined(E2D_USE_DIRECTX10)
|
||||
|
||||
#include "helper.hpp"
|
||||
#include "D2DDeviceResources.h"
|
||||
|
|
|
|||
|
|
@ -21,7 +21,7 @@
|
|||
#pragma once
|
||||
#include "../core/macros.h"
|
||||
|
||||
#ifdef E2D_USE_DIRECTX10
|
||||
#if defined(E2D_USE_DIRECTX10)
|
||||
# include "D3D10DeviceResources.h"
|
||||
#else
|
||||
# include "D3D11DeviceResources.h"
|
||||
|
|
@ -30,7 +30,7 @@
|
|||
namespace easy2d
|
||||
{
|
||||
|
||||
#ifdef E2D_USE_DIRECTX10
|
||||
#if defined(E2D_USE_DIRECTX10)
|
||||
using DeviceResources = D3D10DeviceResources;
|
||||
#else
|
||||
using DeviceResources = D3D11DeviceResources;
|
||||
|
|
|
|||
Loading…
Reference in New Issue