mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-24 15:50:25 +01:00
467 lines
17 KiB
C++
467 lines
17 KiB
C++
// ImGui Win32 + DirectX11 binding
|
|
// https://github.com/ocornut/imgui
|
|
|
|
#include <imgui.h>
|
|
#include "imgui_impl_dx11.h"
|
|
|
|
// DirectX
|
|
#include <d3d11.h>
|
|
#include <d3dcompiler.h>
|
|
#define DIRECTINPUT_VERSION 0x0800
|
|
#include <dinput.h>
|
|
|
|
// Data
|
|
static INT64 g_Time = 0;
|
|
static INT64 g_TicksPerSecond = 0;
|
|
|
|
static HWND g_hWnd = 0;
|
|
static ID3D11Device* g_pd3dDevice = NULL;
|
|
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
|
|
static ID3D11Buffer* g_pVB = 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 ID3D11BlendState* g_blendState = NULL;
|
|
|
|
struct CUSTOMVERTEX
|
|
{
|
|
float pos[2];
|
|
float uv[2];
|
|
unsigned int col;
|
|
};
|
|
|
|
struct VERTEX_CONSTANT_BUFFER
|
|
{
|
|
float mvp[4][4];
|
|
};
|
|
|
|
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
|
|
// If text or lines are blurry when integrating ImGui in your engine:
|
|
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
|
static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
|
{
|
|
// Copy and convert all vertices into a single contiguous buffer
|
|
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
|
if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
|
|
return;
|
|
CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
|
|
for (int n = 0; n < cmd_lists_count; n++)
|
|
{
|
|
const ImDrawList* cmd_list = cmd_lists[n];
|
|
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
|
|
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
|
|
{
|
|
vtx_dst->pos[0] = vtx_src->pos.x;
|
|
vtx_dst->pos[1] = vtx_src->pos.y;
|
|
vtx_dst->uv[0] = vtx_src->uv.x;
|
|
vtx_dst->uv[1] = vtx_src->uv.y;
|
|
vtx_dst->col = vtx_src->col;
|
|
vtx_dst++;
|
|
vtx_src++;
|
|
}
|
|
}
|
|
g_pd3dDeviceContext->Unmap(g_pVB, 0);
|
|
|
|
// Setup orthographic projection matrix into our constant buffer
|
|
{
|
|
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
|
if (g_pd3dDeviceContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
|
|
return;
|
|
|
|
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
|
|
const float L = 0.0f;
|
|
const float R = ImGui::GetIO().DisplaySize.x;
|
|
const float B = ImGui::GetIO().DisplaySize.y;
|
|
const float T = 0.0f;
|
|
const 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(&pConstantBuffer->mvp, mvp, sizeof(mvp));
|
|
g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
|
|
}
|
|
|
|
// Setup viewport
|
|
{
|
|
D3D11_VIEWPORT vp;
|
|
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
|
vp.Width = ImGui::GetIO().DisplaySize.x;
|
|
vp.Height = ImGui::GetIO().DisplaySize.y;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
g_pd3dDeviceContext->RSSetViewports(1, &vp);
|
|
}
|
|
|
|
// Bind shader and vertex buffers
|
|
unsigned int stride = sizeof(CUSTOMVERTEX);
|
|
unsigned int offset = 0;
|
|
g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
|
|
g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
|
g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
|
|
g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
|
g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0);
|
|
g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler);
|
|
|
|
// Setup render state
|
|
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
|
|
g_pd3dDeviceContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
|
|
|
|
// Render command lists
|
|
int vtx_offset = 0;
|
|
for (int n = 0; n < cmd_lists_count; n++)
|
|
{
|
|
const ImDrawList* cmd_list = cmd_lists[n];
|
|
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
|
|
{
|
|
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
|
|
if (pcmd->user_callback)
|
|
{
|
|
pcmd->user_callback(cmd_list, pcmd);
|
|
}
|
|
else
|
|
{
|
|
const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
|
|
g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
|
|
g_pd3dDeviceContext->RSSetScissorRects(1, &r);
|
|
g_pd3dDeviceContext->Draw(pcmd->vtx_count, vtx_offset);
|
|
}
|
|
vtx_offset += pcmd->vtx_count;
|
|
}
|
|
}
|
|
|
|
// Restore modified state
|
|
g_pd3dDeviceContext->IASetInputLayout(NULL);
|
|
g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0);
|
|
g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
|
|
}
|
|
|
|
LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
switch (msg)
|
|
{
|
|
case WM_LBUTTONDOWN:
|
|
io.MouseDown[0] = true;
|
|
return true;
|
|
case WM_LBUTTONUP:
|
|
io.MouseDown[0] = false;
|
|
return true;
|
|
case WM_RBUTTONDOWN:
|
|
io.MouseDown[1] = true;
|
|
return true;
|
|
case WM_RBUTTONUP:
|
|
io.MouseDown[1] = false;
|
|
return true;
|
|
case WM_MOUSEWHEEL:
|
|
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
|
return true;
|
|
case WM_MOUSEMOVE:
|
|
io.MousePos.x = (signed short)(lParam);
|
|
io.MousePos.y = (signed short)(lParam >> 16);
|
|
return true;
|
|
case WM_KEYDOWN:
|
|
if (wParam >= 0 && wParam < 256)
|
|
io.KeysDown[wParam] = 1;
|
|
return true;
|
|
case WM_KEYUP:
|
|
if (wParam >= 0 && wParam < 256)
|
|
io.KeysDown[wParam] = 0;
|
|
return true;
|
|
case WM_CHAR:
|
|
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
|
if (wParam > 0 && wParam < 0x10000)
|
|
io.AddInputCharacter((unsigned short)wParam);
|
|
return true;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void ImGui_ImplDX11_CreateFontsTexture()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// Build
|
|
unsigned char* pixels;
|
|
int width, height;
|
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
|
|
|
// Create DX11 texture
|
|
{
|
|
D3D11_TEXTURE2D_DESC texDesc;
|
|
ZeroMemory(&texDesc, sizeof(texDesc));
|
|
texDesc.Width = width;
|
|
texDesc.Height = height;
|
|
texDesc.MipLevels = 1;
|
|
texDesc.ArraySize = 1;
|
|
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
texDesc.SampleDesc.Count = 1;
|
|
texDesc.Usage = D3D11_USAGE_DEFAULT;
|
|
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
texDesc.CPUAccessFlags = 0;
|
|
|
|
ID3D11Texture2D *pTexture = NULL;
|
|
D3D11_SUBRESOURCE_DATA subResource;
|
|
subResource.pSysMem = pixels;
|
|
subResource.SysMemPitch = texDesc.Width * 4;
|
|
subResource.SysMemSlicePitch = 0;
|
|
g_pd3dDevice->CreateTexture2D(&texDesc, &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 = texDesc.MipLevels;
|
|
srvDesc.Texture2D.MostDetailedMip = 0;
|
|
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
|
|
pTexture->Release();
|
|
}
|
|
|
|
// Store our identifier
|
|
io.Fonts->TexID = (void *)g_pFontTextureView;
|
|
|
|
// Create texture sampler
|
|
{
|
|
D3D11_SAMPLER_DESC samplerDesc;
|
|
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
|
|
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
|
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
|
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
|
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
|
samplerDesc.MipLODBias = 0.f;
|
|
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
|
samplerDesc.MinLOD = 0.f;
|
|
samplerDesc.MaxLOD = 0.f;
|
|
g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
|
|
}
|
|
}
|
|
|
|
bool ImGui_ImplDX11_CreateDeviceObjects()
|
|
{
|
|
if (!g_pd3dDevice)
|
|
return false;
|
|
if (g_pVB)
|
|
ImGui_ImplDX11_InvalidateDeviceObjects();
|
|
|
|
// Create the vertex shader
|
|
{
|
|
static const char* vertexShader =
|
|
"cbuffer vertexBuffer : register(c0) \
|
|
{\
|
|
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_5_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 localLayout[] = {
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
|
};
|
|
|
|
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
|
return false;
|
|
|
|
// Create the constant buffer
|
|
{
|
|
D3D11_BUFFER_DESC cbDesc;
|
|
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
|
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
|
|
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
|
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
cbDesc.MiscFlags = 0;
|
|
g_pd3dDevice->CreateBuffer(&cbDesc, 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_5_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_blendState);
|
|
}
|
|
|
|
// Create the vertex buffer
|
|
{
|
|
D3D11_BUFFER_DESC bufferDesc;
|
|
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
|
|
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
|
bufferDesc.ByteWidth = 100000 * sizeof(CUSTOMVERTEX); // Maybe we should handle that more dynamically?
|
|
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
bufferDesc.MiscFlags = 0;
|
|
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
|
|
return false;
|
|
}
|
|
|
|
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(); ImGui::GetIO().Fonts->TexID = 0; }
|
|
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
|
|
|
if (g_blendState) { g_blendState->Release(); g_blendState = 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(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
|
|
{
|
|
g_hWnd = (HWND)hwnd;
|
|
g_pd3dDevice = device;
|
|
g_pd3dDeviceContext = device_context;
|
|
|
|
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
|
return false;
|
|
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
|
|
return false;
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
|
|
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
|
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
|
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
|
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
|
|
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
|
io.KeyMap[ImGuiKey_End] = VK_END;
|
|
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
|
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
|
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';
|
|
|
|
io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists;
|
|
io.ImeWindowHandle = g_hWnd;
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX11_Shutdown()
|
|
{
|
|
ImGui_ImplDX11_InvalidateDeviceObjects();
|
|
ImGui::Shutdown();
|
|
g_pd3dDevice = NULL;
|
|
g_pd3dDeviceContext = NULL;
|
|
g_hWnd = (HWND)0;
|
|
}
|
|
|
|
void ImGui_ImplDX11_NewFrame()
|
|
{
|
|
if (!g_pVB)
|
|
ImGui_ImplDX11_CreateDeviceObjects();
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// 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.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
|
|
// io.MousePos : filled by WM_MOUSEMOVE events
|
|
// io.MouseDown : filled by WM_*BUTTON* events
|
|
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
|
|
|
// Start the frame
|
|
ImGui::NewFrame();
|
|
}
|