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Examples: DirectX9 example cleanup to match DirectX11 structure.

This commit is contained in:
ocornut 2015-03-09 14:55:46 +00:00
parent 66a5837ba8
commit f9c833b4a5
4 changed files with 55 additions and 57 deletions

View File

@ -180,7 +180,7 @@ LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM
return 0;
}
static void ImGui_ImplDX11_InitFontsTexture()
static void ImGui_ImplDX11_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
@ -359,7 +359,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
return false;
}
ImGui_ImplDX11_InitFontsTexture();
ImGui_ImplDX11_CreateFontsTexture();
return true;
}

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@ -13,7 +13,6 @@
static HWND g_hWnd = 0;
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static bool g_FontTextureLoaded = false;
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
@ -145,37 +144,6 @@ LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM
return 0;
}
void ImGui_ImplDX9_InitFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
// Build
unsigned char* pixels;
int width, height, bytes_per_pixel;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
// Create DX9 texture
LPDIRECT3DTEXTURE9 pTexture = NULL;
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
{
IM_ASSERT(0);
return;
}
D3DLOCKED_RECT tex_locked_rect;
if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
{
IM_ASSERT(0);
return;
}
for (int y = 0; y < height; y++)
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
pTexture->UnlockRect(0);
// Store our identifier
io.Fonts->TexID = (void *)pTexture;
g_FontTextureLoaded = true;
}
bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
{
g_hWnd = (HWND)hwnd;
@ -214,6 +182,56 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
return true;
}
void ImGui_ImplDX9_Shutdown()
{
ImGui_ImplDX9_InvalidateDeviceObjects();
ImGui::Shutdown();
g_pd3dDevice = NULL;
g_hWnd = 0;
}
static void ImGui_ImplDX9_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
// Build
unsigned char* pixels;
int width, height, bytes_per_pixel;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
// Create DX9 texture
LPDIRECT3DTEXTURE9 pTexture = NULL;
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
{
IM_ASSERT(0);
return;
}
D3DLOCKED_RECT tex_locked_rect;
if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
{
IM_ASSERT(0);
return;
}
for (int y = 0; y < height; y++)
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
pTexture->UnlockRect(0);
// Store our identifier
io.Fonts->TexID = (void *)pTexture;
}
bool ImGui_ImplDX9_CreateDeviceObjects()
{
if (!g_pd3dDevice)
return false;
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
return false;
ImGui_ImplDX9_CreateFontsTexture();
return true;
}
void ImGui_ImplDX9_InvalidateDeviceObjects()
{
if (!g_pd3dDevice)
@ -230,28 +248,10 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
}
}
void ImGui_ImplDX9_CreateDeviceObjects()
{
if (!g_pd3dDevice)
return;
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
return;
ImGui_ImplDX9_InitFontsTexture();
}
void ImGui_ImplDX9_Shutdown()
{
ImGui_ImplDX9_InvalidateDeviceObjects();
ImGui::Shutdown();
g_pd3dDevice = NULL;
g_hWnd = 0;
}
void ImGui_ImplDX9_NewFrame()
{
if (!g_FontTextureLoaded)
ImGui_ImplDX9_InitFontsTexture();
if (!g_pVB)
ImGui_ImplDX9_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();

View File

@ -4,13 +4,12 @@
struct IDirect3DDevice9;
bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device);
void ImGui_ImplDX9_InitFontsTexture();
void ImGui_ImplDX9_Shutdown();
void ImGui_ImplDX9_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplDX9_InvalidateDeviceObjects();
void ImGui_ImplDX9_CreateDeviceObjects();
bool ImGui_ImplDX9_CreateDeviceObjects();
// 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.

View File

@ -75,7 +75,6 @@ int main(int argc, char** argv)
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
ImGui_ImplDX9_InitFontsTexture();
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);