// Copyright (C) 2019 Nomango #include "easy2d-imgui.h" #include "imgui_impl_dx11.h" namespace easy2d { void ImGuiView::SetupComponent(Application* app) { // 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 Init(app->GetWindow()->GetHandle()); } void ImGuiView::DestroyComponent() { ImGui_ImplDX11_Shutdown(); ImGui::DestroyContext(); } void ImGuiView::Init(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] = KeyCode::Tab; io.KeyMap[ImGuiKey_LeftArrow] = KeyCode::Left; io.KeyMap[ImGuiKey_RightArrow] = KeyCode::Right; io.KeyMap[ImGuiKey_UpArrow] = KeyCode::Up; io.KeyMap[ImGuiKey_DownArrow] = KeyCode::Down; io.KeyMap[ImGuiKey_Delete] = KeyCode::Delete; io.KeyMap[ImGuiKey_Backspace] = KeyCode::Back; io.KeyMap[ImGuiKey_Space] = KeyCode::Space; io.KeyMap[ImGuiKey_Enter] = KeyCode::Enter; io.KeyMap[ImGuiKey_Escape] = KeyCode::Esc; io.KeyMap[ImGuiKey_A] = KeyCode::A; io.KeyMap[ImGuiKey_C] = KeyCode::C; io.KeyMap[ImGuiKey_V] = KeyCode::V; io.KeyMap[ImGuiKey_X] = KeyCode::X; io.KeyMap[ImGuiKey_Y] = KeyCode::Y; io.KeyMap[ImGuiKey_Z] = KeyCode::Z; ImGui_ImplDX11_Init( Renderer::Instance().GetDeviceResources()->GetD3DDevice(), Renderer::Instance().GetDeviceResources()->GetD3DDeviceContext() ); } void ImGuiView::NewFrame() { ImGui_ImplDX11_NewFrame(); ImGuiIO& io = ImGui::GetIO(); E2D_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built!"); // Setup display size (every frame to accommodate for window resizing) Size display_size = Renderer::Instance().GetOutputSize(); io.DisplaySize = ImVec2(display_size.x, display_size.y); ImGui::NewFrame(); } void ImGuiView::Render() { ImGui::Render(); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); } }