83 lines
2.5 KiB
C++
83 lines
2.5 KiB
C++
// Copyright (C) 2019 Nomango
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#include "easy2d-imgui.h"
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#include "imgui_impl_dx11.h"
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namespace easy2d
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{
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void ImGuiView::SetupComponent(Application* app)
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{
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer bindings
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Init(app->GetWindow()->GetHandle());
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}
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void ImGuiView::DestroyComponent()
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{
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ImGui_ImplDX11_Shutdown();
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ImGui::DestroyContext();
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}
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void ImGuiView::Init(HWND hwnd)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendPlatformName = "imgui_impl_win32";
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io.ImeWindowHandle = hwnd;
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_Tab] = KeyCode::Tab;
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io.KeyMap[ImGuiKey_LeftArrow] = KeyCode::Left;
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io.KeyMap[ImGuiKey_RightArrow] = KeyCode::Right;
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io.KeyMap[ImGuiKey_UpArrow] = KeyCode::Up;
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io.KeyMap[ImGuiKey_DownArrow] = KeyCode::Down;
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io.KeyMap[ImGuiKey_Delete] = KeyCode::Delete;
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io.KeyMap[ImGuiKey_Backspace] = KeyCode::Back;
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io.KeyMap[ImGuiKey_Space] = KeyCode::Space;
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io.KeyMap[ImGuiKey_Enter] = KeyCode::Enter;
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io.KeyMap[ImGuiKey_Escape] = KeyCode::Esc;
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io.KeyMap[ImGuiKey_A] = KeyCode::A;
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io.KeyMap[ImGuiKey_C] = KeyCode::C;
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io.KeyMap[ImGuiKey_V] = KeyCode::V;
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io.KeyMap[ImGuiKey_X] = KeyCode::X;
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io.KeyMap[ImGuiKey_Y] = KeyCode::Y;
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io.KeyMap[ImGuiKey_Z] = KeyCode::Z;
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ImGui_ImplDX11_Init(
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Renderer::Instance().GetDeviceResources()->GetD3DDevice(),
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Renderer::Instance().GetDeviceResources()->GetD3DDeviceContext()
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);
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}
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void ImGuiView::NewFrame()
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{
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ImGui_ImplDX11_NewFrame();
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ImGuiIO& io = ImGui::GetIO();
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E2D_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built!");
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// Setup display size (every frame to accommodate for window resizing)
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Size display_size = Renderer::Instance().GetOutputSize();
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io.DisplaySize = ImVec2(display_size.x, display_size.y);
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ImGui::NewFrame();
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}
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void ImGuiView::Render()
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{
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ImGui::Render();
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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}
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} |