mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-22 23:19:19 +02:00
merge local branch 'mover_in_c++'
This commit is contained in:
38
ref/imgui/examples/.gitignore
vendored
Normal file
38
ref/imgui/examples/.gitignore
vendored
Normal file
@@ -0,0 +1,38 @@
|
||||
build/*
|
||||
*/Debug/*
|
||||
*/Release/*
|
||||
*/x64/*
|
||||
*.o
|
||||
*.obj
|
||||
*.exe
|
||||
|
||||
## Visual Studio cruft
|
||||
.vs/*
|
||||
*/ipch/*
|
||||
*.opensdf
|
||||
*.log
|
||||
*.pdb
|
||||
*.ilk
|
||||
*.user
|
||||
*.sdf
|
||||
*.suo
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
## Xcode cruft
|
||||
.DS_Store
|
||||
project.xcworkspace
|
||||
xcuserdata
|
||||
|
||||
## Emscripten output
|
||||
*.out.js
|
||||
*.out.wasm
|
||||
|
||||
## Unix executables
|
||||
example_glfw_opengl2/example_glfw_opengl2
|
||||
example_glfw_opengl3/example_glfw_opengl3
|
||||
example_sdl_opengl2/example_sdl_opengl2
|
||||
example_sdl_opengl3/example_sdl_opengl3
|
||||
|
||||
## Dear ImGui Ini files
|
||||
imgui.ini
|
||||
230
ref/imgui/examples/README.txt
Normal file
230
ref/imgui/examples/README.txt
Normal file
@@ -0,0 +1,230 @@
|
||||
-----------------------------------------------------------------------
|
||||
examples/README.txt
|
||||
(This is the README file for the examples/ folder. See docs/ for more documentation)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Dear ImGui is highly portable and only requires a few things to run and render:
|
||||
|
||||
- Providing mouse/keyboard inputs
|
||||
- Uploading the font atlas texture into graphics memory
|
||||
- Providing a render function to render indexed textured triangles
|
||||
- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
|
||||
|
||||
This is essentially what the example bindings in this folder are providing + obligatory portability cruft.
|
||||
|
||||
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
|
||||
and examples bindings which we are describing here (examples/ folder).
|
||||
You should be able to write bindings for pretty much any platform and any 3D graphics API. With some extra
|
||||
effort you can even perform the rendering remotely, on a different machine than the one running the logic.
|
||||
|
||||
This folder contains two things:
|
||||
|
||||
- Example bindings for popular platforms/graphics API, which you can use as is or adapt for your own use.
|
||||
They are the imgui_impl_XXXX files found in the examples/ folder.
|
||||
|
||||
- Example applications (standalone, ready-to-build) using the aforementioned bindings.
|
||||
They are the in the XXXX_example/ sub-folders.
|
||||
|
||||
You can find binaries of some of those example applications at:
|
||||
http://www.miracleworld.net/imgui/binaries
|
||||
|
||||
|
||||
---------------------------------------
|
||||
MISC COMMENTS AND SUGGESTIONS
|
||||
---------------------------------------
|
||||
|
||||
- Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
|
||||
Please read the comments and instruction at the top of each file.
|
||||
|
||||
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
|
||||
to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
|
||||
ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to
|
||||
catch up with what changed.
|
||||
|
||||
- Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
|
||||
However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path
|
||||
and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
|
||||
You may experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself,
|
||||
to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
|
||||
at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered
|
||||
cursor only when an interactive drag is in progress.
|
||||
Note that some setup or GPU drivers are likely to be causing extra lag depending on their settings.
|
||||
If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an
|
||||
application drawing a shape directly under the mouse cursor.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
EXAMPLE BINDINGS
|
||||
---------------------------------------
|
||||
|
||||
Most the example bindings are split in 2 parts:
|
||||
|
||||
- The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
|
||||
Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp)
|
||||
|
||||
- The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
|
||||
Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp)
|
||||
|
||||
- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
|
||||
Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
|
||||
|
||||
- Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
|
||||
This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp).
|
||||
|
||||
- If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
|
||||
your own API. As a recommendation, if you are new to Dear ImGui, try using the existing binding as-is
|
||||
first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
|
||||
imgui_impl_xxxx files to fit under your coding style, consider that it is not necessary!
|
||||
In fact, if you are new to Dear ImGui, rewriting them will almost always be harder.
|
||||
|
||||
Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering
|
||||
system layered over DirectX11.
|
||||
Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
|
||||
Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
|
||||
using your own functions, etc.
|
||||
Please consider using the bindings to the lower-level platform/graphics API as-is.
|
||||
|
||||
Example: your engine is multi-platform (consoles, phones, etc.), you have high-level systems everywhere.
|
||||
Suggestion: step 1: try using a non-portable binding first (e.g. win32 + underlying graphics API)!
|
||||
This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
|
||||
works and is bound, you can rewrite the code using your own systems.
|
||||
|
||||
- Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" branch) will allows imgui windows to be
|
||||
seamlessly detached from the main application window. This is achieved using an extra layer to the
|
||||
platform and renderer bindings, which allows imgui to communicate platform-specific requests.
|
||||
If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
|
||||
improvements and fixes related to viewports and platform windows without extra work on your side.
|
||||
|
||||
|
||||
List of Platforms Bindings in this repository:
|
||||
|
||||
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
|
||||
imgui_impl_osx.mm ; macOS native API
|
||||
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
|
||||
imgui_impl_win32.cpp ; Win32 native API (Windows)
|
||||
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
|
||||
|
||||
List of Renderer Bindings in this repository:
|
||||
|
||||
imgui_impl_dx9.cpp ; DirectX9
|
||||
imgui_impl_dx10.cpp ; DirectX10
|
||||
imgui_impl_dx11.cpp ; DirectX11
|
||||
imgui_impl_dx12.cpp ; DirectX12
|
||||
imgui_impl_metal.mm ; Metal (with ObjC)
|
||||
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
|
||||
imgui_impl_opengl3.cpp ; OpenGL3, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
|
||||
imgui_impl_vulkan.cpp ; Vulkan
|
||||
|
||||
List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
|
||||
|
||||
imgui_impl_allegro5.cpp
|
||||
imgui_impl_marmalade.cpp
|
||||
|
||||
Third-party framework, graphics API and languages bindings are listed at:
|
||||
|
||||
https://github.com/ocornut/imgui/wiki/Bindings
|
||||
|
||||
Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
|
||||
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
|
||||
OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
|
||||
Miscellaneous: Software Renderer, RemoteImgui, etc.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
EXAMPLE APPLICATIONS
|
||||
---------------------------------------
|
||||
|
||||
Building:
|
||||
Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
|
||||
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
|
||||
third party software. For most examples here I choose to provide:
|
||||
- Makefiles for Linux/OSX
|
||||
- Batch files for Visual Studio 2008+
|
||||
- A .sln project file for Visual Studio 2010+
|
||||
- Xcode project files for the Apple examples
|
||||
Please let me know if they don't work with your setup!
|
||||
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
|
||||
directly with a command-line compiler.
|
||||
|
||||
|
||||
example_win32_directx9/
|
||||
DirectX9 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
|
||||
|
||||
example_win32_directx10/
|
||||
DirectX10 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
|
||||
|
||||
example_win32_directx11/
|
||||
DirectX11 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
|
||||
|
||||
example_win32_directx12/
|
||||
DirectX12 example, Windows only.
|
||||
This is quite long and tedious, because: DirectX12.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
|
||||
|
||||
example_apple_metal/
|
||||
OSX & iOS + Metal.
|
||||
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
|
||||
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
|
||||
= game template + imgui_impl_osx.mm + imgui_impl_metal.mm
|
||||
|
||||
example_apple_opengl2/
|
||||
OSX + OpenGL2.
|
||||
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
|
||||
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
|
||||
|
||||
example_glfw_opengl2/
|
||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
|
||||
GLFW + OpenGL2 example (legacy, fixed pipeline).
|
||||
This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
|
||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
||||
state, and might confuse your GPU driver. One star, not recommended.
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
|
||||
|
||||
example_glfw_opengl3/
|
||||
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline, binding modern functions with GL3W).
|
||||
This uses more modern OpenGL calls and custom shaders.
|
||||
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
|
||||
|
||||
example_glfw_vulkan/
|
||||
GLFW (Win32, Mac, Linux) + Vulkan example.
|
||||
This is quite long and tedious, because: Vulkan.
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
|
||||
|
||||
example_sdl_opengl2/
|
||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
|
||||
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
|
||||
This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
|
||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
||||
state, and might confuse your GPU driver. One star, not recommended.
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
|
||||
|
||||
example_sdl_opengl3/
|
||||
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
|
||||
This uses more modern OpenGL calls and custom shaders.
|
||||
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
|
||||
|
||||
example_sdl_vulkan/
|
||||
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
|
||||
This is quite long and tedious, because: Vulkan.
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
|
||||
|
||||
example_allegro5/
|
||||
Allegro 5 example.
|
||||
= main.cpp + imgui_impl_allegro5.cpp
|
||||
|
||||
example_freeglut_opengl2/
|
||||
FreeGLUT + OpenGL2.
|
||||
= main.cpp + imgui_impl_freeglut.cpp + imgui_impl_opengl2.cpp
|
||||
|
||||
example_marmalade/
|
||||
Marmalade example using IwGx.
|
||||
= main.cpp + imgui_impl_marmalade.cpp
|
||||
23
ref/imgui/examples/example_allegro5/README.md
Normal file
23
ref/imgui/examples/example_allegro5/README.md
Normal file
@@ -0,0 +1,23 @@
|
||||
|
||||
# Configuration
|
||||
|
||||
Dear ImGui outputs 16-bit vertex indices by default.
|
||||
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile imgui with 32-bit indices.
|
||||
You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
|
||||
We are providing `imconfig_allegro5.h` that enables 32-bit indices.
|
||||
Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
|
||||
|
||||
# How to Build
|
||||
|
||||
- On Ubuntu 14.04+
|
||||
|
||||
```bash
|
||||
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ..\imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
|
||||
```
|
||||
|
||||
- On Windows with Visual Studio's CLI
|
||||
|
||||
```
|
||||
set ALLEGRODIR=path_to_your_allegro5_folder
|
||||
cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
|
||||
```
|
||||
11
ref/imgui/examples/example_allegro5/imconfig_allegro5.h
Normal file
11
ref/imgui/examples/example_allegro5/imconfig_allegro5.h
Normal file
@@ -0,0 +1,11 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// COMPILE-TIME OPTIONS FOR DEAR IMGUI ALLEGRO 5 EXAMPLE
|
||||
// See imconfig.h for the full template
|
||||
// Because Allegro doesn't support 16-bit vertex indices, we enable the compile-time option of imgui to use 32-bit indices
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#pragma once
|
||||
|
||||
// Use 32-bit vertex indices because Allegro doesn't support 16-bit ones
|
||||
// This allows us to avoid converting vertices format at runtime
|
||||
#define ImDrawIdx int
|
||||
133
ref/imgui/examples/example_allegro5/main.cpp
Normal file
133
ref/imgui/examples/example_allegro5/main.cpp
Normal file
@@ -0,0 +1,133 @@
|
||||
// ImGui - standalone example application for Allegro 5
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include <stdint.h>
|
||||
#include <allegro5/allegro.h>
|
||||
#include <allegro5/allegro_primitives.h>
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_allegro5.h"
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup Allegro
|
||||
al_init();
|
||||
al_install_keyboard();
|
||||
al_install_mouse();
|
||||
al_init_primitives_addon();
|
||||
al_set_new_display_flags(ALLEGRO_RESIZABLE);
|
||||
ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
|
||||
al_set_window_title(display, "Dear ImGui Allegro 5 example");
|
||||
ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
|
||||
al_register_event_source(queue, al_get_display_event_source(display));
|
||||
al_register_event_source(queue, al_get_keyboard_event_source());
|
||||
al_register_event_source(queue, al_get_mouse_event_source());
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
ImGui_ImplAllegro5_Init(display);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
bool running = true;
|
||||
while (running)
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// 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.
|
||||
ALLEGRO_EVENT ev;
|
||||
while (al_get_next_event(queue, &ev))
|
||||
{
|
||||
ImGui_ImplAllegro5_ProcessEvent(&ev);
|
||||
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
|
||||
running = false;
|
||||
if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
|
||||
{
|
||||
ImGui_ImplAllegro5_InvalidateDeviceObjects();
|
||||
al_acknowledge_resize(display);
|
||||
ImGui_ImplAllegro5_CreateDeviceObjects();
|
||||
}
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplAllegro5_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();
|
||||
al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
|
||||
ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
|
||||
al_flip_display();
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplAllegro5_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
al_destroy_event_queue(queue);
|
||||
al_destroy_display(display);
|
||||
|
||||
return 0;
|
||||
}
|
||||
8
ref/imgui/examples/example_apple_metal/README.md
Normal file
8
ref/imgui/examples/example_apple_metal/README.md
Normal file
@@ -0,0 +1,8 @@
|
||||
# iOS / OSX Metal example
|
||||
|
||||
## Introduction
|
||||
|
||||
This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
|
||||
|
||||
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
|
||||
|
||||
19
ref/imgui/examples/example_apple_metal/Shared/AppDelegate.h
Normal file
19
ref/imgui/examples/example_apple_metal/Shared/AppDelegate.h
Normal file
@@ -0,0 +1,19 @@
|
||||
|
||||
#import <TargetConditionals.h>
|
||||
|
||||
#if TARGET_OS_IPHONE
|
||||
|
||||
#import <UIKit/UIKit.h>
|
||||
|
||||
@interface AppDelegate : UIResponder <UIApplicationDelegate>
|
||||
@property (strong, nonatomic) UIWindow *window;
|
||||
@end
|
||||
|
||||
#else
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
|
||||
@interface AppDelegate : NSObject <NSApplicationDelegate>
|
||||
@end
|
||||
|
||||
#endif
|
||||
12
ref/imgui/examples/example_apple_metal/Shared/AppDelegate.m
Normal file
12
ref/imgui/examples/example_apple_metal/Shared/AppDelegate.m
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
#import "AppDelegate.h"
|
||||
|
||||
@implementation AppDelegate
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender {
|
||||
return YES;
|
||||
}
|
||||
#endif
|
||||
|
||||
@end
|
||||
9
ref/imgui/examples/example_apple_metal/Shared/Renderer.h
Normal file
9
ref/imgui/examples/example_apple_metal/Shared/Renderer.h
Normal file
@@ -0,0 +1,9 @@
|
||||
|
||||
#import <MetalKit/MetalKit.h>
|
||||
|
||||
@interface Renderer : NSObject <MTKViewDelegate>
|
||||
|
||||
-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
|
||||
|
||||
@end
|
||||
|
||||
132
ref/imgui/examples/example_apple_metal/Shared/Renderer.mm
Normal file
132
ref/imgui/examples/example_apple_metal/Shared/Renderer.mm
Normal file
@@ -0,0 +1,132 @@
|
||||
|
||||
#import "Renderer.h"
|
||||
#import <Metal/Metal.h>
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_metal.h"
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
#include "imgui_impl_osx.h"
|
||||
#endif
|
||||
|
||||
@interface Renderer ()
|
||||
@property (nonatomic, strong) id <MTLDevice> device;
|
||||
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
|
||||
@end
|
||||
|
||||
@implementation Renderer
|
||||
|
||||
-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
|
||||
{
|
||||
self = [super init];
|
||||
if(self)
|
||||
{
|
||||
_device = view.device;
|
||||
_commandQueue = [_device newCommandQueue];
|
||||
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
(void)ImGui::GetIO();
|
||||
|
||||
ImGui_ImplMetal_Init(_device);
|
||||
|
||||
ImGui::StyleColorsDark();
|
||||
}
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
- (void)drawInMTKView:(MTKView *)view
|
||||
{
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
io.DisplaySize.x = view.bounds.size.width;
|
||||
io.DisplaySize.y = view.bounds.size.height;
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
|
||||
#else
|
||||
CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
|
||||
#endif
|
||||
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
|
||||
|
||||
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
|
||||
|
||||
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
|
||||
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
|
||||
|
||||
MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
|
||||
if (renderPassDescriptor != nil)
|
||||
{
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
|
||||
|
||||
// Here, you could do additional rendering work, including other passes as necessary.
|
||||
|
||||
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||
[renderEncoder pushDebugGroup:@"ImGui demo"];
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
|
||||
#if TARGET_OS_OSX
|
||||
ImGui_ImplOSX_NewFrame(view);
|
||||
#endif
|
||||
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();
|
||||
ImDrawData *drawData = ImGui::GetDrawData();
|
||||
ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
[commandBuffer presentDrawable:view.currentDrawable];
|
||||
}
|
||||
|
||||
[commandBuffer commit];
|
||||
}
|
||||
|
||||
- (void)mtkView:(MTKView *)view drawableSizeWillChange:(CGSize)size
|
||||
{
|
||||
}
|
||||
|
||||
@end
|
||||
@@ -0,0 +1,20 @@
|
||||
|
||||
#import <Metal/Metal.h>
|
||||
#import <MetalKit/MetalKit.h>
|
||||
#import "Renderer.h"
|
||||
|
||||
#if TARGET_OS_IPHONE
|
||||
|
||||
#import <UIKit/UIKit.h>
|
||||
|
||||
@interface ViewController : UIViewController
|
||||
@end
|
||||
|
||||
#else
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
|
||||
@interface ViewController : NSViewController
|
||||
@end
|
||||
|
||||
#endif
|
||||
130
ref/imgui/examples/example_apple_metal/Shared/ViewController.mm
Normal file
130
ref/imgui/examples/example_apple_metal/Shared/ViewController.mm
Normal file
@@ -0,0 +1,130 @@
|
||||
|
||||
#import "ViewController.h"
|
||||
#import "Renderer.h"
|
||||
#include "imgui.h"
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
#include "imgui_impl_osx.h"
|
||||
#endif
|
||||
|
||||
@interface ViewController ()
|
||||
@property (nonatomic, readonly) MTKView *mtkView;
|
||||
@property (nonatomic, strong) Renderer *renderer;
|
||||
@end
|
||||
|
||||
@implementation ViewController
|
||||
|
||||
- (MTKView *)mtkView {
|
||||
return (MTKView *)self.view;
|
||||
}
|
||||
|
||||
- (void)viewDidLoad
|
||||
{
|
||||
[super viewDidLoad];
|
||||
|
||||
self.mtkView.device = MTLCreateSystemDefaultDevice();
|
||||
|
||||
if (!self.mtkView.device) {
|
||||
NSLog(@"Metal is not supported");
|
||||
abort();
|
||||
}
|
||||
|
||||
self.renderer = [[Renderer alloc] initWithView:self.mtkView];
|
||||
|
||||
[self.renderer mtkView:self.mtkView drawableSizeWillChange:self.mtkView.bounds.size];
|
||||
|
||||
self.mtkView.delegate = self.renderer;
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
// Add a tracking area in order to receive mouse events whenever the mouse is within the bounds of our view
|
||||
NSTrackingArea *trackingArea = [[NSTrackingArea alloc] initWithRect:NSZeroRect
|
||||
options:NSTrackingMouseMoved | NSTrackingInVisibleRect | NSTrackingActiveAlways
|
||||
owner:self
|
||||
userInfo:nil];
|
||||
[self.view addTrackingArea:trackingArea];
|
||||
|
||||
// If we want to receive key events, we either need to be in the responder chain of the key view,
|
||||
// or else we can install a local monitor. The consequence of this heavy-handed approach is that
|
||||
// we receive events for all controls, not just ImGui widgets. If we had native controls in our
|
||||
// window, we'd want to be much more careful than just ingesting the complete event stream, though
|
||||
// we do make an effort to be good citizens by passing along events when ImGui doesn't want to capture.
|
||||
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
|
||||
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) {
|
||||
BOOL wantsCapture = ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
if (event.type == NSEventTypeKeyDown && wantsCapture) {
|
||||
return nil;
|
||||
} else {
|
||||
return event;
|
||||
}
|
||||
|
||||
}];
|
||||
|
||||
ImGui_ImplOSX_Init();
|
||||
#endif
|
||||
}
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
- (void)mouseMoved:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseDown:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseUp:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseDragged:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)scrollWheel:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
#elif TARGET_OS_IOS
|
||||
|
||||
// This touch mapping is super cheesy/hacky. We treat any touch on the screen
|
||||
// as if it were a depressed left mouse button, and we don't bother handling
|
||||
// multitouch correctly at all. This causes the "cursor" to behave very erratically
|
||||
// when there are multiple active touches. But for demo purposes, single-touch
|
||||
// interaction actually works surprisingly well.
|
||||
- (void)updateIOWithTouchEvent:(UIEvent *)event {
|
||||
UITouch *anyTouch = event.allTouches.anyObject;
|
||||
CGPoint touchLocation = [anyTouch locationInView:self.view];
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
io.MousePos = ImVec2(touchLocation.x, touchLocation.y);
|
||||
|
||||
BOOL hasActiveTouch = NO;
|
||||
for (UITouch *touch in event.allTouches) {
|
||||
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) {
|
||||
hasActiveTouch = YES;
|
||||
break;
|
||||
}
|
||||
}
|
||||
io.MouseDown[0] = hasActiveTouch;
|
||||
}
|
||||
|
||||
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
|
||||
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
|
||||
- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
|
||||
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@end
|
||||
|
||||
23
ref/imgui/examples/example_apple_metal/Shared/main.m
Normal file
23
ref/imgui/examples/example_apple_metal/Shared/main.m
Normal file
@@ -0,0 +1,23 @@
|
||||
|
||||
#import <TargetConditionals.h>
|
||||
|
||||
#if TARGET_OS_IPHONE
|
||||
|
||||
#import <UIKit/UIKit.h>
|
||||
#import "AppDelegate.h"
|
||||
|
||||
int main(int argc, char * argv[]) {
|
||||
@autoreleasepool {
|
||||
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
|
||||
}
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
|
||||
int main(int argc, const char * argv[]) {
|
||||
return NSApplicationMain(argc, argv);
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,549 @@
|
||||
// !$*UTF8*$!
|
||||
{
|
||||
archiveVersion = 1;
|
||||
classes = {
|
||||
};
|
||||
objectVersion = 50;
|
||||
objects = {
|
||||
|
||||
/* Begin PBXBuildFile section */
|
||||
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
|
||||
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
|
||||
8307E7CC20E9F9C900473790 /* ViewController.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8307E7CB20E9F9C900473790 /* ViewController.mm */; };
|
||||
8307E7CF20E9F9C900473790 /* Main.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 8307E7CD20E9F9C900473790 /* Main.storyboard */; };
|
||||
8307E7DE20E9F9C900473790 /* AppDelegate.m in Sources */ = {isa = PBXBuildFile; fileRef = 8307E7DD20E9F9C900473790 /* AppDelegate.m */; };
|
||||
8307E7E420E9F9C900473790 /* Main.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 8307E7E220E9F9C900473790 /* Main.storyboard */; };
|
||||
8307E7E720E9F9C900473790 /* main.m in Sources */ = {isa = PBXBuildFile; fileRef = 8307E7E620E9F9C900473790 /* main.m */; };
|
||||
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runOnlyForDeploymentPostprocessing = 0;
|
||||
};
|
||||
/* End PBXSourcesBuildPhase section */
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||||
|
||||
/* Begin XCBuildConfiguration section */
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||||
4080A97020B029B00036BA46 /* Debug */ = {
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||||
isa = XCBuildConfiguration;
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||||
buildSettings = {
|
||||
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|
||||
CLANG_ANALYZER_NONNULL = YES;
|
||||
CLANG_ANALYZER_NUMBER_OBJECT_CONVERSION = YES_AGGRESSIVE;
|
||||
CLANG_CXX_LANGUAGE_STANDARD = "gnu++14";
|
||||
CLANG_CXX_LIBRARY = "libc++";
|
||||
CLANG_ENABLE_MODULES = YES;
|
||||
CLANG_ENABLE_OBJC_ARC = YES;
|
||||
CLANG_ENABLE_OBJC_WEAK = YES;
|
||||
CLANG_WARN_BLOCK_CAPTURE_AUTORELEASING = YES;
|
||||
CLANG_WARN_BOOL_CONVERSION = YES;
|
||||
CLANG_WARN_COMMA = YES;
|
||||
CLANG_WARN_CONSTANT_CONVERSION = YES;
|
||||
CLANG_WARN_DEPRECATED_OBJC_IMPLEMENTATIONS = YES;
|
||||
CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
|
||||
CLANG_WARN_DOCUMENTATION_COMMENTS = YES;
|
||||
CLANG_WARN_EMPTY_BODY = YES;
|
||||
CLANG_WARN_ENUM_CONVERSION = YES;
|
||||
CLANG_WARN_INFINITE_RECURSION = YES;
|
||||
CLANG_WARN_INT_CONVERSION = YES;
|
||||
CLANG_WARN_NON_LITERAL_NULL_CONVERSION = YES;
|
||||
CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
|
||||
CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
|
||||
CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
|
||||
CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
|
||||
CLANG_WARN_STRICT_PROTOTYPES = YES;
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||||
CLANG_WARN_SUSPICIOUS_MOVE = YES;
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||||
CLANG_WARN_UNGUARDED_AVAILABILITY = YES_AGGRESSIVE;
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||||
CLANG_WARN_UNREACHABLE_CODE = YES;
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||||
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
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||||
CODE_SIGN_IDENTITY = "-";
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||||
COPY_PHASE_STRIP = NO;
|
||||
DEBUG_INFORMATION_FORMAT = dwarf;
|
||||
ENABLE_STRICT_OBJC_MSGSEND = YES;
|
||||
ENABLE_TESTABILITY = YES;
|
||||
GCC_C_LANGUAGE_STANDARD = gnu11;
|
||||
GCC_DYNAMIC_NO_PIC = NO;
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||||
GCC_NO_COMMON_BLOCKS = YES;
|
||||
GCC_OPTIMIZATION_LEVEL = 0;
|
||||
GCC_PREPROCESSOR_DEFINITIONS = (
|
||||
"DEBUG=1",
|
||||
"$(inherited)",
|
||||
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||||
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
|
||||
GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
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||||
GCC_WARN_UNDECLARED_SELECTOR = YES;
|
||||
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
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||||
GCC_WARN_UNUSED_FUNCTION = YES;
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||||
GCC_WARN_UNUSED_VARIABLE = YES;
|
||||
MACOSX_DEPLOYMENT_TARGET = 10.13;
|
||||
MTL_ENABLE_DEBUG_INFO = YES;
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||||
ONLY_ACTIVE_ARCH = YES;
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||||
SDKROOT = macosx;
|
||||
};
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||||
name = Debug;
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||||
};
|
||||
4080A97120B029B00036BA46 /* Release */ = {
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isa = XCBuildConfiguration;
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||||
buildSettings = {
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||||
ALWAYS_SEARCH_USER_PATHS = NO;
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||||
CLANG_ANALYZER_NONNULL = YES;
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||||
CLANG_ANALYZER_NUMBER_OBJECT_CONVERSION = YES_AGGRESSIVE;
|
||||
CLANG_CXX_LANGUAGE_STANDARD = "gnu++14";
|
||||
CLANG_CXX_LIBRARY = "libc++";
|
||||
CLANG_ENABLE_MODULES = YES;
|
||||
CLANG_ENABLE_OBJC_ARC = YES;
|
||||
CLANG_ENABLE_OBJC_WEAK = YES;
|
||||
CLANG_WARN_BLOCK_CAPTURE_AUTORELEASING = YES;
|
||||
CLANG_WARN_BOOL_CONVERSION = YES;
|
||||
CLANG_WARN_COMMA = YES;
|
||||
CLANG_WARN_CONSTANT_CONVERSION = YES;
|
||||
CLANG_WARN_DEPRECATED_OBJC_IMPLEMENTATIONS = YES;
|
||||
CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
|
||||
CLANG_WARN_DOCUMENTATION_COMMENTS = YES;
|
||||
CLANG_WARN_EMPTY_BODY = YES;
|
||||
CLANG_WARN_ENUM_CONVERSION = YES;
|
||||
CLANG_WARN_INFINITE_RECURSION = YES;
|
||||
CLANG_WARN_INT_CONVERSION = YES;
|
||||
CLANG_WARN_NON_LITERAL_NULL_CONVERSION = YES;
|
||||
CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
|
||||
CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
|
||||
CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
|
||||
CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
|
||||
CLANG_WARN_STRICT_PROTOTYPES = YES;
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||||
CLANG_WARN_SUSPICIOUS_MOVE = YES;
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||||
CLANG_WARN_UNGUARDED_AVAILABILITY = YES_AGGRESSIVE;
|
||||
CLANG_WARN_UNREACHABLE_CODE = YES;
|
||||
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
|
||||
CODE_SIGN_IDENTITY = "-";
|
||||
COPY_PHASE_STRIP = NO;
|
||||
DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
|
||||
ENABLE_NS_ASSERTIONS = NO;
|
||||
ENABLE_STRICT_OBJC_MSGSEND = YES;
|
||||
GCC_C_LANGUAGE_STANDARD = gnu11;
|
||||
GCC_NO_COMMON_BLOCKS = YES;
|
||||
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
|
||||
GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
|
||||
GCC_WARN_UNDECLARED_SELECTOR = YES;
|
||||
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
|
||||
GCC_WARN_UNUSED_FUNCTION = YES;
|
||||
GCC_WARN_UNUSED_VARIABLE = YES;
|
||||
MACOSX_DEPLOYMENT_TARGET = 10.13;
|
||||
MTL_ENABLE_DEBUG_INFO = NO;
|
||||
SDKROOT = macosx;
|
||||
};
|
||||
name = Release;
|
||||
};
|
||||
4080A97320B029B00036BA46 /* Debug */ = {
|
||||
isa = XCBuildConfiguration;
|
||||
buildSettings = {
|
||||
CODE_SIGN_STYLE = Automatic;
|
||||
PRODUCT_NAME = "$(TARGET_NAME)";
|
||||
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
|
||||
USER_HEADER_SEARCH_PATHS = ../..;
|
||||
};
|
||||
name = Debug;
|
||||
};
|
||||
4080A97420B029B00036BA46 /* Release */ = {
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||||
isa = XCBuildConfiguration;
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||||
buildSettings = {
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||||
CODE_SIGN_STYLE = Automatic;
|
||||
PRODUCT_NAME = "$(TARGET_NAME)";
|
||||
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
|
||||
USER_HEADER_SEARCH_PATHS = ../..;
|
||||
};
|
||||
name = Release;
|
||||
};
|
||||
/* End XCBuildConfiguration section */
|
||||
|
||||
/* Begin XCConfigurationList section */
|
||||
4080A96620B029B00036BA46 /* Build configuration list for PBXProject "example_apple_opengl2" */ = {
|
||||
isa = XCConfigurationList;
|
||||
buildConfigurations = (
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||||
4080A97020B029B00036BA46 /* Debug */,
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||||
4080A97120B029B00036BA46 /* Release */,
|
||||
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|
||||
defaultConfigurationIsVisible = 0;
|
||||
defaultConfigurationName = Release;
|
||||
};
|
||||
4080A97220B029B00036BA46 /* Build configuration list for PBXNativeTarget "example_osx_opengl2" */ = {
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||||
isa = XCConfigurationList;
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||||
buildConfigurations = (
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||||
4080A97320B029B00036BA46 /* Debug */,
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||||
4080A97420B029B00036BA46 /* Release */,
|
||||
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|
||||
defaultConfigurationIsVisible = 0;
|
||||
defaultConfigurationName = Release;
|
||||
};
|
||||
/* End XCConfigurationList section */
|
||||
};
|
||||
rootObject = 4080A96320B029B00036BA46 /* Project object */;
|
||||
}
|
||||
281
ref/imgui/examples/example_apple_opengl2/main.mm
Normal file
281
ref/imgui/examples/example_apple_opengl2/main.mm
Normal file
@@ -0,0 +1,281 @@
|
||||
// ImGui - standalone example application for OSX + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "../imgui_impl_osx.h"
|
||||
#include "../imgui_impl_opengl2.h"
|
||||
#include <stdio.h>
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#import <OpenGL/gl.h>
|
||||
#import <OpenGL/glu.h>
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// ImGuiExampleView
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
@interface ImGuiExampleView : NSOpenGLView
|
||||
{
|
||||
NSTimer* animationTimer;
|
||||
}
|
||||
@end
|
||||
|
||||
@implementation ImGuiExampleView
|
||||
|
||||
-(void)animationTimerFired:(NSTimer*)timer
|
||||
{
|
||||
[self setNeedsDisplay:YES];
|
||||
}
|
||||
|
||||
-(void)prepareOpenGL
|
||||
{
|
||||
[super prepareOpenGL];
|
||||
|
||||
#ifndef DEBUG
|
||||
GLint swapInterval = 1;
|
||||
[[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
|
||||
if (swapInterval == 0)
|
||||
NSLog(@"Error: Cannot set swap interval.");
|
||||
#endif
|
||||
}
|
||||
|
||||
-(void)updateAndDrawDemoView
|
||||
{
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplOSX_NewFrame(self);
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Global data for the demo
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// 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();
|
||||
[[self openGLContext] makeCurrentContext];
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
GLsizei width = (GLsizei)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
GLsizei height = (GLsizei)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Present
|
||||
[[self openGLContext] flushBuffer];
|
||||
|
||||
if (!animationTimer)
|
||||
animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
|
||||
}
|
||||
|
||||
-(void)reshape
|
||||
{
|
||||
[[self openGLContext] update];
|
||||
[self updateAndDrawDemoView];
|
||||
}
|
||||
|
||||
-(void)drawRect:(NSRect)bounds
|
||||
{
|
||||
[self updateAndDrawDemoView];
|
||||
}
|
||||
|
||||
-(BOOL)acceptsFirstResponder
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(BOOL)becomeFirstResponder
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(BOOL)resignFirstResponder
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
// Flip coordinate system upside down on Y
|
||||
-(BOOL)isFlipped
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(void)dealloc
|
||||
{
|
||||
animationTimer = nil;
|
||||
}
|
||||
|
||||
// Forward Mouse/Keyboard events to dear imgui OSX back-end. It returns true when imgui is expecting to use the event.
|
||||
-(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// ImGuiExampleAppDelegate
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
@interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate>
|
||||
@property (nonatomic, readonly) NSWindow* window;
|
||||
@end
|
||||
|
||||
@implementation ImGuiExampleAppDelegate
|
||||
@synthesize window = _window;
|
||||
|
||||
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
|
||||
{
|
||||
return YES;
|
||||
}
|
||||
|
||||
-(NSWindow*)window
|
||||
{
|
||||
if (_window != nil)
|
||||
return (_window);
|
||||
|
||||
NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0);
|
||||
|
||||
_window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
|
||||
[_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
|
||||
[_window setOpaque:YES];
|
||||
[_window makeKeyAndOrderFront:NSApp];
|
||||
|
||||
return (_window);
|
||||
}
|
||||
|
||||
-(void)setupMenu
|
||||
{
|
||||
NSMenu* mainMenuBar = [[NSMenu alloc] init];
|
||||
NSMenu* appMenu;
|
||||
NSMenuItem* menuItem;
|
||||
|
||||
appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
|
||||
menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
|
||||
[menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
|
||||
|
||||
menuItem = [[NSMenuItem alloc] init];
|
||||
[menuItem setSubmenu:appMenu];
|
||||
|
||||
[mainMenuBar addItem:menuItem];
|
||||
|
||||
appMenu = nil;
|
||||
[NSApp setMainMenu:mainMenuBar];
|
||||
}
|
||||
|
||||
-(void)dealloc
|
||||
{
|
||||
_window = nil;
|
||||
}
|
||||
|
||||
-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
|
||||
{
|
||||
// Make the application a foreground application (else it won't receive keyboard events)
|
||||
ProcessSerialNumber psn = {0, kCurrentProcess};
|
||||
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
|
||||
|
||||
// Menu
|
||||
[self setupMenu];
|
||||
|
||||
NSOpenGLPixelFormatAttribute attrs[] =
|
||||
{
|
||||
NSOpenGLPFADoubleBuffer,
|
||||
NSOpenGLPFADepthSize, 32,
|
||||
0
|
||||
};
|
||||
|
||||
NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
|
||||
ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format];
|
||||
format = nil;
|
||||
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
|
||||
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
|
||||
[view setWantsBestResolutionOpenGLSurface:YES];
|
||||
#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
|
||||
[self.window setContentView:view];
|
||||
|
||||
if ([view openGLContext] == nil)
|
||||
NSLog(@"No OpenGL Context!");
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
ImGui_ImplOSX_Init();
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
int main(int argc, const char* argv[])
|
||||
{
|
||||
@autoreleasepool
|
||||
{
|
||||
NSApp = [NSApplication sharedApplication];
|
||||
ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init];
|
||||
[[NSApplication sharedApplication] setDelegate:delegate];
|
||||
[NSApp run];
|
||||
}
|
||||
return NSApplicationMain(argc, argv);
|
||||
}
|
||||
134
ref/imgui/examples/example_freeglut_opengl2/main.cpp
Normal file
134
ref/imgui/examples/example_freeglut_opengl2/main.cpp
Normal file
@@ -0,0 +1,134 @@
|
||||
// ImGui - standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's)
|
||||
|
||||
#include "imgui.h"
|
||||
#include "../imgui_impl_freeglut.h"
|
||||
#include "../imgui_impl_opengl2.h"
|
||||
#include <GL/freeglut.h>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4505) // unreferenced local function has been removed
|
||||
#endif
|
||||
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
void my_display_code()
|
||||
{
|
||||
// 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();
|
||||
}
|
||||
}
|
||||
|
||||
void glut_display_func()
|
||||
{
|
||||
// Start the ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplFreeGLUT_NewFrame();
|
||||
|
||||
my_display_code();
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
|
||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
glutSwapBuffers();
|
||||
glutPostRedisplay();
|
||||
}
|
||||
|
||||
// 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.
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
// Create GLUT window
|
||||
glutInit(&argc, argv);
|
||||
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
|
||||
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
|
||||
glutInitWindowSize(1280, 720);
|
||||
glutCreateWindow("Dear ImGui FreeGLUT+OpenGL2 Example");
|
||||
|
||||
// Setup GLUT display function
|
||||
// We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us,
|
||||
// otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
|
||||
glutDisplayFunc(glut_display_func);
|
||||
|
||||
// Setup ImGui binding
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
ImGui_ImplFreeGLUT_Init();
|
||||
ImGui_ImplFreeGLUT_InstallFuncs();
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
glutMainLoop();
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL2_Shutdown();
|
||||
ImGui_ImplFreeGLUT_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
return 0;
|
||||
}
|
||||
3
ref/imgui/examples/example_glfw_opengl2/build_win32.bat
Normal file
3
ref/imgui/examples/example_glfw_opengl2/build_win32.bat
Normal file
@@ -0,0 +1,3 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_opengl2.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
140
ref/imgui/examples/example_glfw_opengl2/main.cpp
Normal file
140
ref/imgui/examples/example_glfw_opengl2/main.cpp
Normal file
@@ -0,0 +1,140 @@
|
||||
// ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the example_glfw_opengl2/ folder**
|
||||
// See imgui_impl_glfw.cpp for details.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#include <stdio.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL);
|
||||
if (window == NULL)
|
||||
return 1;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// 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.
|
||||
glfwPollEvents();
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplGlfw_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();
|
||||
int display_w, display_h;
|
||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||
glViewport(0, 0, display_w, display_h);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
|
||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL2_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
3
ref/imgui/examples/example_glfw_opengl3/build_win32.bat
Normal file
3
ref/imgui/examples/example_glfw_opengl3/build_win32.bat
Normal file
@@ -0,0 +1,3 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\imgui_impl_glfw.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_glfw_opengl3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
183
ref/imgui/examples/example_glfw_opengl3/main.cpp
Normal file
183
ref/imgui/examples/example_glfw_opengl3/main.cpp
Normal file
@@ -0,0 +1,183 @@
|
||||
// ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
|
||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
#include <GL/gl3w.h> // Initialize with gl3wInit()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
#include <GL/glew.h> // Initialize with glewInit()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
#include <glad/glad.h> // Initialize with gladLoadGL()
|
||||
#else
|
||||
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#endif
|
||||
|
||||
#include <GLFW/glfw3.h> // Include glfw3.h after our OpenGL definitions
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Decide GL+GLSL versions
|
||||
#if __APPLE__
|
||||
// GL 3.2 + GLSL 150
|
||||
const char* glsl_version = "#version 150";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
|
||||
#else
|
||||
// GL 3.0 + GLSL 130
|
||||
const char* glsl_version = "#version 130";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
|
||||
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
|
||||
#endif
|
||||
|
||||
// Create window with graphics context
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
|
||||
if (window == NULL)
|
||||
return 1;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(1); // Enable vsync
|
||||
|
||||
// Initialize OpenGL loader
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
bool err = gl3wInit() != 0;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
bool err = glewInit() != GLEW_OK;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
bool err = gladLoadGL() != 0;
|
||||
#endif
|
||||
if (err)
|
||||
{
|
||||
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// 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.
|
||||
glfwPollEvents();
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplGlfw_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();
|
||||
int display_w, display_h;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||
glViewport(0, 0, display_w, display_h);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
36
ref/imgui/examples/example_glfw_vulkan/CMakeLists.txt
Normal file
36
ref/imgui/examples/example_glfw_vulkan/CMakeLists.txt
Normal file
@@ -0,0 +1,36 @@
|
||||
cmake_minimum_required(VERSION 2.8)
|
||||
project(imgui_example_glfw_vulkan C CXX)
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
|
||||
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
|
||||
|
||||
# GLFW
|
||||
set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo
|
||||
option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
|
||||
option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
|
||||
option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF)
|
||||
option(GLFW_INSTALL "Generate installation target" OFF)
|
||||
option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
|
||||
add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL)
|
||||
include_directories(${GLFW_DIR}/include)
|
||||
|
||||
# ImGui
|
||||
set(IMGUI_DIR ../../)
|
||||
include_directories(${IMGUI_DIR} ..)
|
||||
|
||||
# Libraries
|
||||
find_library(VULKAN_LIBRARY
|
||||
NAMES vulkan vulkan-1)
|
||||
set(LIBRARIES "glfw;${VULKAN_LIBRARY}")
|
||||
|
||||
# Use vulkan headers from glfw:
|
||||
include_directories(${GLFW_DIR}/deps)
|
||||
|
||||
file(GLOB sources *.cpp)
|
||||
|
||||
add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/examples/imgui_impl_glfw.cpp ${IMGUI_DIR}/examples/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp)
|
||||
target_link_libraries(example_glfw_vulkan ${LIBRARIES})
|
||||
7
ref/imgui/examples/example_glfw_vulkan/build_win32.bat
Normal file
7
ref/imgui/examples/example_glfw_vulkan/build_win32.bat
Normal file
@@ -0,0 +1,7 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
|
||||
mkdir Release
|
||||
cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
7
ref/imgui/examples/example_glfw_vulkan/build_win64.bat
Normal file
7
ref/imgui/examples/example_glfw_vulkan/build_win64.bat
Normal file
@@ -0,0 +1,7 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler.
|
||||
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
|
||||
mkdir Release
|
||||
cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
3
ref/imgui/examples/example_glfw_vulkan/gen_spv.sh
Normal file
3
ref/imgui/examples/example_glfw_vulkan/gen_spv.sh
Normal file
@@ -0,0 +1,3 @@
|
||||
#!/bin/bash
|
||||
glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
|
||||
glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
|
||||
14
ref/imgui/examples/example_glfw_vulkan/glsl_shader.frag
Normal file
14
ref/imgui/examples/example_glfw_vulkan/glsl_shader.frag
Normal file
@@ -0,0 +1,14 @@
|
||||
#version 450 core
|
||||
layout(location = 0) out vec4 fColor;
|
||||
|
||||
layout(set=0, binding=0) uniform sampler2D sTexture;
|
||||
|
||||
layout(location = 0) in struct{
|
||||
vec4 Color;
|
||||
vec2 UV;
|
||||
} In;
|
||||
|
||||
void main()
|
||||
{
|
||||
fColor = In.Color * texture(sTexture, In.UV.st);
|
||||
}
|
||||
25
ref/imgui/examples/example_glfw_vulkan/glsl_shader.vert
Normal file
25
ref/imgui/examples/example_glfw_vulkan/glsl_shader.vert
Normal file
@@ -0,0 +1,25 @@
|
||||
#version 450 core
|
||||
layout(location = 0) in vec2 aPos;
|
||||
layout(location = 1) in vec2 aUV;
|
||||
layout(location = 2) in vec4 aColor;
|
||||
|
||||
layout(push_constant) uniform uPushConstant{
|
||||
vec2 uScale;
|
||||
vec2 uTranslate;
|
||||
} pc;
|
||||
|
||||
out gl_PerVertex{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
layout(location = 0) out struct{
|
||||
vec4 Color;
|
||||
vec2 UV;
|
||||
} Out;
|
||||
|
||||
void main()
|
||||
{
|
||||
Out.Color = aColor;
|
||||
Out.UV = aUV;
|
||||
gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1);
|
||||
}
|
||||
499
ref/imgui/examples/example_glfw_vulkan/main.cpp
Normal file
499
ref/imgui/examples/example_glfw_vulkan/main.cpp
Normal file
@@ -0,0 +1,499 @@
|
||||
// ImGui - standalone example application for Glfw + Vulkan
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_vulkan.h"
|
||||
#include <stdio.h> // printf, fprintf
|
||||
#include <stdlib.h> // abort
|
||||
#define GLFW_INCLUDE_NONE
|
||||
#define GLFW_INCLUDE_VULKAN
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <vulkan/vulkan.h>
|
||||
|
||||
//#define IMGUI_UNLIMITED_FRAME_RATE
|
||||
#ifdef _DEBUG
|
||||
#define IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif
|
||||
|
||||
static VkAllocationCallbacks* g_Allocator = NULL;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
|
||||
static VkDevice g_Device = VK_NULL_HANDLE;
|
||||
static uint32_t g_QueueFamily = (uint32_t)-1;
|
||||
static VkQueue g_Queue = VK_NULL_HANDLE;
|
||||
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
|
||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
|
||||
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
|
||||
static ImGui_ImplVulkanH_WindowData g_WindowData;
|
||||
static bool g_ResizeWanted = false;
|
||||
static int g_ResizeWidth = 0, g_ResizeHeight = 0;
|
||||
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
if (err == 0) return;
|
||||
printf("VkResult %d\n", err);
|
||||
if (err < 0)
|
||||
abort();
|
||||
}
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
|
||||
{
|
||||
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
|
||||
fprintf(stderr, "[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
|
||||
return VK_FALSE;
|
||||
}
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
|
||||
static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
{
|
||||
VkResult err;
|
||||
|
||||
// Create Vulkan Instance
|
||||
{
|
||||
VkInstanceCreateInfo create_info = {};
|
||||
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
|
||||
create_info.enabledExtensionCount = extensions_count;
|
||||
create_info.ppEnabledExtensionNames = extensions;
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
// Enabling multiple validation layers grouped as LunarG standard validation
|
||||
const char* layers[] = { "VK_LAYER_LUNARG_standard_validation" };
|
||||
create_info.enabledLayerCount = 1;
|
||||
create_info.ppEnabledLayerNames = layers;
|
||||
|
||||
// Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
|
||||
const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
|
||||
memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
|
||||
extensions_ext[extensions_count] = "VK_EXT_debug_report";
|
||||
create_info.enabledExtensionCount = extensions_count + 1;
|
||||
create_info.ppEnabledExtensionNames = extensions_ext;
|
||||
|
||||
// Create Vulkan Instance
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
free(extensions_ext);
|
||||
|
||||
// Get the function pointer (required for any extensions)
|
||||
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
|
||||
|
||||
// Setup the debug report callback
|
||||
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
|
||||
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
|
||||
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
|
||||
debug_report_ci.pfnCallback = debug_report;
|
||||
debug_report_ci.pUserData = NULL;
|
||||
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
|
||||
check_vk_result(err);
|
||||
#else
|
||||
// Create Vulkan Instance without any debug feature
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Select GPU
|
||||
{
|
||||
uint32_t gpu_count;
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
|
||||
check_vk_result(err);
|
||||
|
||||
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
|
||||
check_vk_result(err);
|
||||
|
||||
// If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
|
||||
// e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
|
||||
// for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
|
||||
g_PhysicalDevice = gpus[0];
|
||||
free(gpus);
|
||||
}
|
||||
|
||||
// Select graphics queue family
|
||||
{
|
||||
uint32_t count;
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
|
||||
VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
|
||||
for (uint32_t i = 0; i < count; i++)
|
||||
if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
|
||||
{
|
||||
g_QueueFamily = i;
|
||||
break;
|
||||
}
|
||||
free(queues);
|
||||
IM_ASSERT(g_QueueFamily != -1);
|
||||
}
|
||||
|
||||
// Create Logical Device (with 1 queue)
|
||||
{
|
||||
int device_extension_count = 1;
|
||||
const char* device_extensions[] = { "VK_KHR_swapchain" };
|
||||
const float queue_priority[] = { 1.0f };
|
||||
VkDeviceQueueCreateInfo queue_info[1] = {};
|
||||
queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
|
||||
queue_info[0].queueFamilyIndex = g_QueueFamily;
|
||||
queue_info[0].queueCount = 1;
|
||||
queue_info[0].pQueuePriorities = queue_priority;
|
||||
VkDeviceCreateInfo create_info = {};
|
||||
create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
|
||||
create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
|
||||
create_info.pQueueCreateInfos = queue_info;
|
||||
create_info.enabledExtensionCount = device_extension_count;
|
||||
create_info.ppEnabledExtensionNames = device_extensions;
|
||||
err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
|
||||
check_vk_result(err);
|
||||
vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
|
||||
}
|
||||
|
||||
// Create Descriptor Pool
|
||||
{
|
||||
VkDescriptorPoolSize pool_sizes[] =
|
||||
{
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
|
||||
};
|
||||
VkDescriptorPoolCreateInfo pool_info = {};
|
||||
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
|
||||
pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
|
||||
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
|
||||
pool_info.pPoolSizes = pool_sizes;
|
||||
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height)
|
||||
{
|
||||
wd->Surface = surface;
|
||||
|
||||
// Check for WSI support
|
||||
VkBool32 res;
|
||||
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
|
||||
if (res != VK_TRUE)
|
||||
{
|
||||
fprintf(stderr, "Error no WSI support on physical device 0\n");
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
// Get Surface Format
|
||||
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Get Present Mode
|
||||
#ifdef IMGUI_UNLIMITED_FRAME_RATE
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
|
||||
#else
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||
#endif
|
||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
|
||||
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator);
|
||||
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
{
|
||||
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
|
||||
ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator);
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
// Remove the debug report callback
|
||||
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
|
||||
vkDestroyDevice(g_Device, g_Allocator);
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
{
|
||||
VkResult err;
|
||||
|
||||
VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore;
|
||||
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
{
|
||||
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkResetFences(g_Device, 1, &fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
VkRenderPassBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
info.renderPass = wd->RenderPass;
|
||||
info.framebuffer = wd->Framebuffer[wd->FrameIndex];
|
||||
info.renderArea.extent.width = wd->Width;
|
||||
info.renderArea.extent.height = wd->Height;
|
||||
info.clearValueCount = 1;
|
||||
info.pClearValues = &wd->ClearValue;
|
||||
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
|
||||
}
|
||||
|
||||
// Record Imgui Draw Data and draw funcs into command buffer
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
|
||||
|
||||
// Submit command buffer
|
||||
vkCmdEndRenderPass(fd->CommandBuffer);
|
||||
{
|
||||
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
||||
VkSubmitInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &image_acquired_semaphore;
|
||||
info.pWaitDstStageMask = &wait_stage;
|
||||
info.commandBufferCount = 1;
|
||||
info.pCommandBuffers = &fd->CommandBuffer;
|
||||
info.signalSemaphoreCount = 1;
|
||||
info.pSignalSemaphores = &fd->RenderCompleteSemaphore;
|
||||
|
||||
err = vkEndCommandBuffer(fd->CommandBuffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
|
||||
{
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
|
||||
info.swapchainCount = 1;
|
||||
info.pSwapchains = &wd->Swapchain;
|
||||
info.pImageIndices = &wd->FrameIndex;
|
||||
VkResult err = vkQueuePresentKHR(g_Queue, &info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
static void glfw_resize_callback(GLFWwindow*, int w, int h)
|
||||
{
|
||||
g_ResizeWanted = true;
|
||||
g_ResizeWidth = w;
|
||||
g_ResizeHeight = h;
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", NULL, NULL);
|
||||
|
||||
// Setup Vulkan
|
||||
if (!glfwVulkanSupported())
|
||||
{
|
||||
printf("GLFW: Vulkan Not Supported\n");
|
||||
return 1;
|
||||
}
|
||||
uint32_t extensions_count = 0;
|
||||
const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
|
||||
SetupVulkan(extensions, extensions_count);
|
||||
|
||||
// Create Window Surface
|
||||
VkSurfaceKHR surface;
|
||||
VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface);
|
||||
check_vk_result(err);
|
||||
|
||||
// Create Framebuffers
|
||||
int w, h;
|
||||
glfwGetFramebufferSize(window, &w, &h);
|
||||
glfwSetFramebufferSizeCallback(window, glfw_resize_callback);
|
||||
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
|
||||
SetupVulkanWindowData(wd, surface, w, h);
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup GLFW binding
|
||||
ImGui_ImplGlfw_InitForVulkan(window, true);
|
||||
|
||||
// Setup Vulkan binding
|
||||
ImGui_ImplVulkan_InitInfo init_info = {};
|
||||
init_info.Instance = g_Instance;
|
||||
init_info.PhysicalDevice = g_PhysicalDevice;
|
||||
init_info.Device = g_Device;
|
||||
init_info.QueueFamily = g_QueueFamily;
|
||||
init_info.Queue = g_Queue;
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// Upload Fonts
|
||||
{
|
||||
// Use any command queue
|
||||
VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
|
||||
VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
|
||||
|
||||
err = vkResetCommandPool(g_Device, command_pool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo begin_info = {};
|
||||
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(command_buffer, &begin_info);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
|
||||
|
||||
VkSubmitInfo end_info = {};
|
||||
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
end_info.commandBufferCount = 1;
|
||||
end_info.pCommandBuffers = &command_buffer;
|
||||
err = vkEndCommandBuffer(command_buffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||||
}
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// 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.
|
||||
glfwPollEvents();
|
||||
if (g_ResizeWanted)
|
||||
{
|
||||
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight);
|
||||
g_ResizeWanted = false;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplVulkan_NewFrame();
|
||||
ImGui_ImplGlfw_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();
|
||||
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
|
||||
FrameRender(wd);
|
||||
|
||||
FramePresent(wd);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
CleanupVulkan();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
32
ref/imgui/examples/example_marmalade/data/app.icf
Normal file
32
ref/imgui/examples/example_marmalade/data/app.icf
Normal file
@@ -0,0 +1,32 @@
|
||||
# This file is for configuration settings for your
|
||||
# application.
|
||||
#
|
||||
# The syntax is similar to windows .ini files ie
|
||||
#
|
||||
# [GroupName]
|
||||
# Setting = Value
|
||||
#
|
||||
# Which can be read by your application using
|
||||
# e.g s3eConfigGetString("GroupName", "Setting", string)
|
||||
#
|
||||
# All settings must be documented in .config.txt files.
|
||||
# New settings specific to this application should be
|
||||
# documented in app.config.txt
|
||||
#
|
||||
# Some conditional operations are also permitted, see the
|
||||
# S3E documentation for details.
|
||||
|
||||
[S3E]
|
||||
MemSize=6000000
|
||||
MemSizeDebug=6000000
|
||||
DispFixRot=FixedLandscape
|
||||
|
||||
# emulate iphone 5 resolution, change these settings to emulate other display resolution
|
||||
WinWidth=1136
|
||||
WinHeight=640
|
||||
|
||||
[GX]
|
||||
DataCacheSize=131070
|
||||
|
||||
[Util]
|
||||
#MemoryBreakpoint=1282
|
||||
120
ref/imgui/examples/example_marmalade/main.cpp
Normal file
120
ref/imgui/examples/example_marmalade/main.cpp
Normal file
@@ -0,0 +1,120 @@
|
||||
// ImGui - standalone example application for Marmalade
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
// Copyright (C) 2015 by Giovanni Zito
|
||||
// This file is part of ImGui
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_marmalade.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#include <s3eKeyboard.h>
|
||||
#include <s3ePointer.h>
|
||||
#include <IwGx.h>
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
IwGxInit();
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
ImGui_Marmalade_Init(true);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
while (true)
|
||||
{
|
||||
if (s3eDeviceCheckQuitRequest())
|
||||
break;
|
||||
|
||||
// Poll and handle 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.
|
||||
s3eKeyboardUpdate();
|
||||
s3ePointerUpdate();
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_Marmalade_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();
|
||||
IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
|
||||
IwGxClear();
|
||||
ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData());
|
||||
IwGxSwapBuffers();
|
||||
|
||||
s3eDeviceYield(0);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_Marmalade_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
IwGxTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
46
ref/imgui/examples/example_marmalade/marmalade_example.mkb
Normal file
46
ref/imgui/examples/example_marmalade/marmalade_example.mkb
Normal file
@@ -0,0 +1,46 @@
|
||||
#!/usr/bin/env mkb
|
||||
|
||||
# ImGui - standalone example application for Marmalade
|
||||
# Copyright (C) 2015 by Giovanni Zito
|
||||
# This file is part of ImGui
|
||||
# https://github.com/ocornut/imgui
|
||||
|
||||
define IMGUI_DISABLE_INCLUDE_IMCONFIG_H
|
||||
define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
|
||||
define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
|
||||
define _snprintf=snprintf
|
||||
|
||||
options
|
||||
{
|
||||
optimise-speed=1
|
||||
}
|
||||
|
||||
includepaths
|
||||
{
|
||||
..
|
||||
../..
|
||||
}
|
||||
|
||||
subprojects
|
||||
{
|
||||
iwgx
|
||||
}
|
||||
|
||||
files
|
||||
{
|
||||
(.)
|
||||
["imgui"]
|
||||
../../imgui.cpp
|
||||
../../imgui_demo.cpp
|
||||
../../imgui_draw.cpp
|
||||
../../imgui_widgets.cpp
|
||||
../../imconfig.h
|
||||
../../imgui.h
|
||||
../../imgui_internal.h
|
||||
|
||||
["imgui","Marmalade binding"]
|
||||
../imgui_impl_marmalade.h
|
||||
../imgui_impl_marmalade.cpp
|
||||
main.cpp
|
||||
|
||||
}
|
||||
3
ref/imgui/examples/example_null/build_win32.bat
Normal file
3
ref/imgui/examples/example_null/build_win32.bat
Normal file
@@ -0,0 +1,3 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I ..\.. *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib
|
||||
35
ref/imgui/examples/example_null/main.cpp
Normal file
35
ref/imgui/examples/example_null/main.cpp
Normal file
@@ -0,0 +1,35 @@
|
||||
// ImGui - null/dummy example application (compile and link imgui with no inputs, no outputs)
|
||||
#include "imgui.h"
|
||||
#include <stdio.h>
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Build atlas
|
||||
unsigned char* tex_pixels = NULL;
|
||||
int tex_w, tex_h;
|
||||
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h);
|
||||
|
||||
for (int n = 0; n < 50; n++)
|
||||
{
|
||||
printf("NewFrame() %d\n", n);
|
||||
io.DisplaySize = ImVec2(1920, 1080);
|
||||
io.DeltaTime = 1.0f / 60.0f;
|
||||
ImGui::NewFrame();
|
||||
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::ShowDemoWindow(NULL);
|
||||
|
||||
ImGui::Render();
|
||||
}
|
||||
|
||||
printf("DestroyContext()\n");
|
||||
ImGui::DestroyContext();
|
||||
return 0;
|
||||
}
|
||||
22
ref/imgui/examples/example_sdl_opengl2/README.md
Normal file
22
ref/imgui/examples/example_sdl_opengl2/README.md
Normal file
@@ -0,0 +1,22 @@
|
||||
|
||||
# How to Build
|
||||
|
||||
- On Windows with Visual Studio's CLI
|
||||
|
||||
```
|
||||
set SDL2DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /I %SDL2DIR%\include /I .. /I ..\.. main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
```
|
||||
|
||||
- On Linux and similar Unixes
|
||||
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
|
||||
```
|
||||
|
||||
- On Mac OS X
|
||||
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
|
||||
```
|
||||
3
ref/imgui/examples/example_sdl_opengl2/build_win32.bat
Normal file
3
ref/imgui/examples/example_sdl_opengl2/build_win32.bat
Normal file
@@ -0,0 +1,3 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
148
ref/imgui/examples/example_sdl_opengl2/main.cpp
Normal file
148
ref/imgui/examples/example_sdl_opengl2/main.cpp
Normal file
@@ -0,0 +1,148 @@
|
||||
// ImGui - standalone example application for SDL2 + OpenGL
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the example_sdl_opengl3/ folder**
|
||||
// See imgui_impl_sdl.cpp for details.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#include <stdio.h>
|
||||
#include <SDL.h>
|
||||
#include <SDL_opengl.h>
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Setup window
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// 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.
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame(window);
|
||||
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();
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
|
||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL2_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
SDL_GL_DeleteContext(gl_context);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
22
ref/imgui/examples/example_sdl_opengl3/README.md
Normal file
22
ref/imgui/examples/example_sdl_opengl3/README.md
Normal file
@@ -0,0 +1,22 @@
|
||||
|
||||
# How to Build
|
||||
|
||||
- On Windows with Visual Studio's CLI
|
||||
|
||||
```
|
||||
set SDL2DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /link /libpath:%SDL2DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
```
|
||||
|
||||
- On Linux and similar Unixes
|
||||
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../libs/gl3w main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -lGL -ldl
|
||||
```
|
||||
|
||||
- On Mac OS X
|
||||
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../libs/gl3w main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
|
||||
```
|
||||
3
ref/imgui/examples/example_sdl_opengl3/build_win32.bat
Normal file
3
ref/imgui/examples/example_sdl_opengl3/build_win32.bat
Normal file
@@ -0,0 +1,3 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl3.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
188
ref/imgui/examples/example_sdl_opengl3/main.cpp
Normal file
188
ref/imgui/examples/example_sdl_opengl3/main.cpp
Normal file
@@ -0,0 +1,188 @@
|
||||
// ImGui - standalone example application for SDL2 + OpenGL
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
#include <SDL.h>
|
||||
|
||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
#include <GL/gl3w.h> // Initialize with gl3wInit()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
#include <GL/glew.h> // Initialize with glewInit()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
#include <glad/glad.h> // Initialize with gladLoadGL()
|
||||
#else
|
||||
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#endif
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Decide GL+GLSL versions
|
||||
#if __APPLE__
|
||||
// GL 3.2 Core + GLSL 150
|
||||
const char* glsl_version = "#version 150";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
#else
|
||||
// GL 3.0 + GLSL 130
|
||||
const char* glsl_version = "#version 130";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
#endif
|
||||
|
||||
// Create window with graphics context
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Initialize OpenGL loader
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
bool err = gl3wInit() != 0;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
bool err = glewInit() != GLEW_OK;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
bool err = gladLoadGL() == 0;
|
||||
#endif
|
||||
if (err)
|
||||
{
|
||||
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// 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.
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame(window);
|
||||
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();
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
SDL_GL_DeleteContext(gl_context);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
489
ref/imgui/examples/example_sdl_vulkan/main.cpp
Normal file
489
ref/imgui/examples/example_sdl_vulkan/main.cpp
Normal file
@@ -0,0 +1,489 @@
|
||||
// ImGui - standalone example application for SDL2 + Vulkan
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
#include "imgui_impl_vulkan.h"
|
||||
#include <stdio.h> // printf, fprintf
|
||||
#include <stdlib.h> // abort
|
||||
#include <SDL.h>
|
||||
#include <SDL_vulkan.h>
|
||||
#include <vulkan/vulkan.h>
|
||||
|
||||
//#define IMGUI_UNLIMITED_FRAME_RATE
|
||||
#ifdef _DEBUG
|
||||
#define IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif
|
||||
|
||||
static VkAllocationCallbacks* g_Allocator = NULL;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
|
||||
static VkDevice g_Device = VK_NULL_HANDLE;
|
||||
static uint32_t g_QueueFamily = (uint32_t)-1;
|
||||
static VkQueue g_Queue = VK_NULL_HANDLE;
|
||||
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
|
||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
|
||||
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
|
||||
static ImGui_ImplVulkanH_WindowData g_WindowData;
|
||||
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
if (err == 0) return;
|
||||
printf("VkResult %d\n", err);
|
||||
if (err < 0)
|
||||
abort();
|
||||
}
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
|
||||
{
|
||||
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
|
||||
fprintf(stderr, "[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
|
||||
return VK_FALSE;
|
||||
}
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
|
||||
static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
{
|
||||
VkResult err;
|
||||
|
||||
// Create Vulkan Instance
|
||||
{
|
||||
VkInstanceCreateInfo create_info = {};
|
||||
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
|
||||
create_info.enabledExtensionCount = extensions_count;
|
||||
create_info.ppEnabledExtensionNames = extensions;
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
// Enabling multiple validation layers grouped as LunarG standard validation
|
||||
const char* layers[] = { "VK_LAYER_LUNARG_standard_validation" };
|
||||
create_info.enabledLayerCount = 1;
|
||||
create_info.ppEnabledLayerNames = layers;
|
||||
|
||||
// Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
|
||||
const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
|
||||
memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
|
||||
extensions_ext[extensions_count] = "VK_EXT_debug_report";
|
||||
create_info.enabledExtensionCount = extensions_count + 1;
|
||||
create_info.ppEnabledExtensionNames = extensions_ext;
|
||||
|
||||
// Create Vulkan Instance
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
free(extensions_ext);
|
||||
|
||||
// Get the function pointer (required for any extensions)
|
||||
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
|
||||
|
||||
// Setup the debug report callback
|
||||
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
|
||||
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
|
||||
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
|
||||
debug_report_ci.pfnCallback = debug_report;
|
||||
debug_report_ci.pUserData = NULL;
|
||||
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
|
||||
check_vk_result(err);
|
||||
#else
|
||||
// Create Vulkan Instance without any debug feature
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Select GPU
|
||||
{
|
||||
uint32_t gpu_count;
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
|
||||
check_vk_result(err);
|
||||
|
||||
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
|
||||
check_vk_result(err);
|
||||
|
||||
// If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
|
||||
// e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
|
||||
// for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
|
||||
g_PhysicalDevice = gpus[0];
|
||||
free(gpus);
|
||||
}
|
||||
|
||||
// Select graphics queue family
|
||||
{
|
||||
uint32_t count;
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
|
||||
VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
|
||||
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
|
||||
for (uint32_t i = 0; i < count; i++)
|
||||
if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
|
||||
{
|
||||
g_QueueFamily = i;
|
||||
break;
|
||||
}
|
||||
free(queues);
|
||||
IM_ASSERT(g_QueueFamily != -1);
|
||||
}
|
||||
|
||||
// Create Logical Device (with 1 queue)
|
||||
{
|
||||
int device_extension_count = 1;
|
||||
const char* device_extensions[] = { "VK_KHR_swapchain" };
|
||||
const float queue_priority[] = { 1.0f };
|
||||
VkDeviceQueueCreateInfo queue_info[1] = {};
|
||||
queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
|
||||
queue_info[0].queueFamilyIndex = g_QueueFamily;
|
||||
queue_info[0].queueCount = 1;
|
||||
queue_info[0].pQueuePriorities = queue_priority;
|
||||
VkDeviceCreateInfo create_info = {};
|
||||
create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
|
||||
create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
|
||||
create_info.pQueueCreateInfos = queue_info;
|
||||
create_info.enabledExtensionCount = device_extension_count;
|
||||
create_info.ppEnabledExtensionNames = device_extensions;
|
||||
err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
|
||||
check_vk_result(err);
|
||||
vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
|
||||
}
|
||||
|
||||
// Create Descriptor Pool
|
||||
{
|
||||
VkDescriptorPoolSize pool_sizes[] =
|
||||
{
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
|
||||
{ VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
|
||||
};
|
||||
VkDescriptorPoolCreateInfo pool_info = {};
|
||||
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
|
||||
pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
|
||||
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
|
||||
pool_info.pPoolSizes = pool_sizes;
|
||||
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height)
|
||||
{
|
||||
wd->Surface = surface;
|
||||
|
||||
// Check for WSI support
|
||||
VkBool32 res;
|
||||
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
|
||||
if (res != VK_TRUE)
|
||||
{
|
||||
fprintf(stderr, "Error no WSI support on physical device 0\n");
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
// Get Surface Format
|
||||
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Get Present Mode
|
||||
#ifdef IMGUI_UNLIMITED_FRAME_RATE
|
||||
VkPresentModeKHR present_mode = VK_PRESENT_MODE_IMMEDIATE_KHR;
|
||||
#else
|
||||
VkPresentModeKHR present_mode = VK_PRESENT_MODE_FIFO_KHR;
|
||||
#endif
|
||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_mode, 1);
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator);
|
||||
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
{
|
||||
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
|
||||
ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator);
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
// Remove the debug report callback
|
||||
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
#endif // IMGUI_VULKAN_DEBUG_REPORT
|
||||
|
||||
vkDestroyDevice(g_Device, g_Allocator);
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
{
|
||||
VkResult err;
|
||||
|
||||
VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore;
|
||||
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
{
|
||||
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkResetFences(g_Device, 1, &fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
VkRenderPassBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
info.renderPass = wd->RenderPass;
|
||||
info.framebuffer = wd->Framebuffer[wd->FrameIndex];
|
||||
info.renderArea.extent.width = wd->Width;
|
||||
info.renderArea.extent.height = wd->Height;
|
||||
info.clearValueCount = 1;
|
||||
info.pClearValues = &wd->ClearValue;
|
||||
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
|
||||
}
|
||||
|
||||
// Record Imgui Draw Data and draw funcs into command buffer
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
|
||||
|
||||
// Submit command buffer
|
||||
vkCmdEndRenderPass(fd->CommandBuffer);
|
||||
{
|
||||
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
||||
VkSubmitInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &image_acquired_semaphore;
|
||||
info.pWaitDstStageMask = &wait_stage;
|
||||
info.commandBufferCount = 1;
|
||||
info.pCommandBuffers = &fd->CommandBuffer;
|
||||
info.signalSemaphoreCount = 1;
|
||||
info.pSignalSemaphores = &fd->RenderCompleteSemaphore;
|
||||
|
||||
err = vkEndCommandBuffer(fd->CommandBuffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
|
||||
{
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
|
||||
info.swapchainCount = 1;
|
||||
info.pSwapchains = &wd->Swapchain;
|
||||
info.pImageIndices = &wd->FrameIndex;
|
||||
VkResult err = vkQueuePresentKHR(g_Queue, &info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Setup window
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_VULKAN|SDL_WINDOW_RESIZABLE);
|
||||
|
||||
// Setup Vulkan
|
||||
uint32_t extensions_count = 0;
|
||||
SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, NULL);
|
||||
const char** extensions = new const char*[extensions_count];
|
||||
SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions);
|
||||
SetupVulkan(extensions, extensions_count);
|
||||
delete[] extensions;
|
||||
|
||||
// Create Window Surface
|
||||
VkSurfaceKHR surface;
|
||||
VkResult err;
|
||||
if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0)
|
||||
{
|
||||
printf("Failed to create Vulkan surface.\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Create Framebuffers
|
||||
int w, h;
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
|
||||
SetupVulkanWindowData(wd, surface, w, h);
|
||||
|
||||
// Setup ImGui binding
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup SDL binding
|
||||
ImGui_ImplSDL2_InitForVulkan(window);
|
||||
|
||||
// Setup Vulkan binding
|
||||
ImGui_ImplVulkan_InitInfo init_info = {};
|
||||
init_info.Instance = g_Instance;
|
||||
init_info.PhysicalDevice = g_PhysicalDevice;
|
||||
init_info.Device = g_Device;
|
||||
init_info.QueueFamily = g_QueueFamily;
|
||||
init_info.Queue = g_Queue;
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// Upload Fonts
|
||||
{
|
||||
// Use any command queue
|
||||
VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
|
||||
VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
|
||||
|
||||
err = vkResetCommandPool(g_Device, command_pool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo begin_info = {};
|
||||
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(command_buffer, &begin_info);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
|
||||
|
||||
VkSubmitInfo end_info = {};
|
||||
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
end_info.commandBufferCount = 1;
|
||||
end_info.pCommandBuffers = &command_buffer;
|
||||
err = vkEndCommandBuffer(command_buffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||||
}
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// 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.
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
|
||||
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, (int)event.window.data1, (int)event.window.data2);
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplVulkan_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame(window);
|
||||
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();
|
||||
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
|
||||
FrameRender(wd);
|
||||
|
||||
FramePresent(wd);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
SDL_DestroyWindow(window);
|
||||
CleanupVulkan();
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -0,0 +1,4 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I .. /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE /D _UNICODE *.cpp ..\imgui_impl_win32.cpp ..\imgui_impl_dx10.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx10.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib
|
||||
|
||||
225
ref/imgui/examples/example_win32_directx10/main.cpp
Normal file
225
ref/imgui/examples/example_win32_directx10/main.cpp
Normal file
@@ -0,0 +1,225 @@
|
||||
// ImGui - standalone example application for DirectX 10
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
#include "imgui_impl_dx10.h"
|
||||
#include <d3d10_1.h>
|
||||
#include <d3d10.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
#include <tchar.h>
|
||||
|
||||
// Data
|
||||
static ID3D10Device* g_pd3dDevice = NULL;
|
||||
static IDXGISwapChain* g_pSwapChain = NULL;
|
||||
static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D10Texture2D* pBackBuffer;
|
||||
g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
||||
}
|
||||
|
||||
HRESULT CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
sd.BufferDesc.Width = 0;
|
||||
sd.BufferDesc.Height = 0;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.OutputWindow = hWnd;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
//createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
|
||||
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
CreateRenderTarget();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
||||
CreateRenderTarget();
|
||||
ImGui_ImplDX10_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Create application window
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||
RegisterClassEx(&wc);
|
||||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (CreateDeviceD3D(hwnd) < 0)
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Show the window
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hwnd);
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX10_Init(g_pd3dDevice);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
MSG msg;
|
||||
ZeroMemory(&msg, sizeof(msg));
|
||||
while (msg.message != WM_QUIT)
|
||||
{
|
||||
// Poll and handle messages (inputs, window resize, etc.)
|
||||
// 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.
|
||||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplDX10_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();
|
||||
g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
||||
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
|
||||
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
||||
ImGui_ImplDX10_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupDeviceD3D();
|
||||
DestroyWindow(hwnd);
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -0,0 +1,4 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I .. /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE /D _UNICODE *.cpp ..\imgui_impl_dx11.cpp ..\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx11.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
|
||||
|
||||
229
ref/imgui/examples/example_win32_directx11/main.cpp
Normal file
229
ref/imgui/examples/example_win32_directx11/main.cpp
Normal file
@@ -0,0 +1,229 @@
|
||||
// ImGui - standalone example application for DirectX 11
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
#include "imgui_impl_dx11.h"
|
||||
#include <d3d11.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
#include <tchar.h>
|
||||
|
||||
// Data
|
||||
static ID3D11Device* g_pd3dDevice = NULL;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
|
||||
static IDXGISwapChain* g_pSwapChain = NULL;
|
||||
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
||||
}
|
||||
|
||||
HRESULT CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
sd.BufferDesc.Width = 0;
|
||||
sd.BufferDesc.Height = 0;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.OutputWindow = hWnd;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
D3D_FEATURE_LEVEL featureLevel;
|
||||
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
|
||||
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
CreateRenderTarget();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
||||
CreateRenderTarget();
|
||||
ImGui_ImplDX11_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Create application window
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||
RegisterClassEx(&wc);
|
||||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (CreateDeviceD3D(hwnd) < 0)
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Show the window
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hwnd);
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
MSG msg;
|
||||
ZeroMemory(&msg, sizeof(msg));
|
||||
while (msg.message != WM_QUIT)
|
||||
{
|
||||
// Poll and handle messages (inputs, window resize, etc.)
|
||||
// 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.
|
||||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
|
||||
// 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();
|
||||
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
||||
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupDeviceD3D();
|
||||
DestroyWindow(hwnd);
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -0,0 +1,4 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I .. /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D UNICODE /D _UNICODE *.cpp ..\imgui_impl_dx12.cpp ..\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx12.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib
|
||||
|
||||
429
ref/imgui/examples/example_win32_directx12/main.cpp
Normal file
429
ref/imgui/examples/example_win32_directx12/main.cpp
Normal file
@@ -0,0 +1,429 @@
|
||||
// ImGui - standalone example application for DirectX 12
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
#include "imgui_impl_dx12.h"
|
||||
#include <d3d12.h>
|
||||
#include <dxgi1_4.h>
|
||||
#include <tchar.h>
|
||||
|
||||
#define DX12_ENABLE_DEBUG_LAYER 0
|
||||
|
||||
struct FrameContext
|
||||
{
|
||||
ID3D12CommandAllocator* CommandAllocator;
|
||||
UINT64 FenceValue;
|
||||
};
|
||||
|
||||
// Data
|
||||
static int const NUM_FRAMES_IN_FLIGHT = 3;
|
||||
static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
|
||||
static UINT g_frameIndex = 0;
|
||||
|
||||
static int const NUM_BACK_BUFFERS = 3;
|
||||
static ID3D12Device* g_pd3dDevice = NULL;
|
||||
static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
|
||||
static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
|
||||
static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
|
||||
static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
|
||||
static ID3D12Fence* g_fence = NULL;
|
||||
static HANDLE g_fenceEvent = NULL;
|
||||
static UINT64 g_fenceLastSignaledValue = 0;
|
||||
static IDXGISwapChain3* g_pSwapChain = NULL;
|
||||
static HANDLE g_hSwapChainWaitableObject = NULL;
|
||||
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
|
||||
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D12Resource* pBackBuffer;
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
{
|
||||
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
|
||||
g_mainRenderTargetResource[i] = pBackBuffer;
|
||||
}
|
||||
}
|
||||
|
||||
void WaitForLastSubmittedFrame()
|
||||
{
|
||||
FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
|
||||
|
||||
UINT64 fenceValue = frameCtxt->FenceValue;
|
||||
if (fenceValue == 0)
|
||||
return; // No fence was signaled
|
||||
|
||||
frameCtxt->FenceValue = 0;
|
||||
if (g_fence->GetCompletedValue() >= fenceValue)
|
||||
return;
|
||||
|
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
||||
WaitForSingleObject(g_fenceEvent, INFINITE);
|
||||
}
|
||||
|
||||
FrameContext* WaitForNextFrameResources()
|
||||
{
|
||||
UINT nextFrameIndex = g_frameIndex + 1;
|
||||
g_frameIndex = nextFrameIndex;
|
||||
|
||||
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
|
||||
DWORD numWaitableObjects = 1;
|
||||
|
||||
FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
|
||||
UINT64 fenceValue = frameCtxt->FenceValue;
|
||||
if (fenceValue != 0) // means no fence was signaled
|
||||
{
|
||||
frameCtxt->FenceValue = 0;
|
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
||||
waitableObjects[1] = g_fenceEvent;
|
||||
numWaitableObjects = 2;
|
||||
}
|
||||
|
||||
WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
|
||||
|
||||
return frameCtxt;
|
||||
}
|
||||
|
||||
void ResizeSwapChain(HWND hWnd, int width, int height)
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC1 sd;
|
||||
g_pSwapChain->GetDesc1(&sd);
|
||||
sd.Width = width;
|
||||
sd.Height = height;
|
||||
|
||||
IDXGIFactory4* dxgiFactory = NULL;
|
||||
g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
|
||||
|
||||
g_pSwapChain->Release();
|
||||
CloseHandle(g_hSwapChainWaitableObject);
|
||||
|
||||
IDXGISwapChain1* swapChain1 = NULL;
|
||||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
|
||||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
|
||||
swapChain1->Release();
|
||||
dxgiFactory->Release();
|
||||
|
||||
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
|
||||
|
||||
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
|
||||
assert(g_hSwapChainWaitableObject != NULL);
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
WaitForLastSubmittedFrame();
|
||||
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
|
||||
}
|
||||
|
||||
HRESULT CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC1 sd;
|
||||
{
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = NUM_BACK_BUFFERS;
|
||||
sd.Width = 0;
|
||||
sd.Height = 0;
|
||||
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||
sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
|
||||
sd.Scaling = DXGI_SCALING_STRETCH;
|
||||
sd.Stereo = FALSE;
|
||||
}
|
||||
|
||||
if (DX12_ENABLE_DEBUG_LAYER)
|
||||
{
|
||||
ID3D12Debug* dx12Debug = NULL;
|
||||
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
|
||||
{
|
||||
dx12Debug->EnableDebugLayer();
|
||||
dx12Debug->Release();
|
||||
}
|
||||
}
|
||||
|
||||
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
|
||||
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
||||
desc.NumDescriptors = NUM_BACK_BUFFERS;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
||||
desc.NodeMask = 1;
|
||||
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
{
|
||||
g_mainRenderTargetDescriptor[i] = rtvHandle;
|
||||
rtvHandle.ptr += rtvDescriptorSize;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||
desc.NumDescriptors = 1;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
{
|
||||
D3D12_COMMAND_QUEUE_DESC desc = {};
|
||||
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
desc.NodeMask = 1;
|
||||
if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
|
||||
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
|
||||
g_pd3dCommandList->Close() != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
|
||||
if (g_fenceEvent == NULL)
|
||||
return E_FAIL;
|
||||
|
||||
{
|
||||
IDXGIFactory4* dxgiFactory = NULL;
|
||||
IDXGISwapChain1* swapChain1 = NULL;
|
||||
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
|
||||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
|
||||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
|
||||
return E_FAIL;
|
||||
swapChain1->Release();
|
||||
dxgiFactory->Release();
|
||||
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
|
||||
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
|
||||
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
|
||||
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
|
||||
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
|
||||
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
|
||||
if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
|
||||
if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
|
||||
if (g_fence) { g_fence->Release(); g_fence = NULL; }
|
||||
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
CleanupRenderTarget();
|
||||
ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
|
||||
CreateRenderTarget();
|
||||
ImGui_ImplDX12_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Create application window
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||
RegisterClassEx(&wc);
|
||||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (CreateDeviceD3D(hwnd) < 0)
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Show the window
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hwnd);
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
|
||||
DXGI_FORMAT_R8G8B8A8_UNORM,
|
||||
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
|
||||
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
MSG msg;
|
||||
ZeroMemory(&msg, sizeof(msg));
|
||||
while (msg.message != WM_QUIT)
|
||||
{
|
||||
// Poll and handle messages (inputs, window resize, etc.)
|
||||
// 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.
|
||||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplDX12_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
|
||||
FrameContext* frameCtxt = WaitForNextFrameResources();
|
||||
UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
|
||||
frameCtxt->CommandAllocator->Reset();
|
||||
|
||||
D3D12_RESOURCE_BARRIER barrier = {};
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
|
||||
g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
|
||||
g_pd3dCommandList->ResourceBarrier(1, &barrier);
|
||||
g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
|
||||
g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
|
||||
g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
|
||||
ImGui::Render();
|
||||
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
|
||||
g_pd3dCommandList->ResourceBarrier(1, &barrier);
|
||||
g_pd3dCommandList->Close();
|
||||
|
||||
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
|
||||
UINT64 fenceValue = g_fenceLastSignaledValue + 1;
|
||||
g_pd3dCommandQueue->Signal(g_fence, fenceValue);
|
||||
g_fenceLastSignaledValue = fenceValue;
|
||||
frameCtxt->FenceValue = fenceValue;
|
||||
}
|
||||
|
||||
WaitForLastSubmittedFrame();
|
||||
ImGui_ImplDX12_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupDeviceD3D();
|
||||
DestroyWindow(hwnd);
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I .. /I ..\.. /I "%DXSDK_DIR%/Include" /D UNICODE /D _UNICODE *.cpp ..\imgui_impl_dx9.cpp ..\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx9.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib
|
||||
204
ref/imgui/examples/example_win32_directx9/main.cpp
Normal file
204
ref/imgui/examples/example_win32_directx9/main.cpp
Normal file
@@ -0,0 +1,204 @@
|
||||
// ImGui - standalone example application for DirectX 9
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_dx9.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
#include <d3d9.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
#include <tchar.h>
|
||||
|
||||
// Data
|
||||
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
|
||||
static D3DPRESENT_PARAMETERS g_d3dpp;
|
||||
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
g_d3dpp.BackBufferWidth = LOWORD(lParam);
|
||||
g_d3dpp.BackBufferHeight = HIWORD(lParam);
|
||||
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
|
||||
if (hr == D3DERR_INVALIDCALL)
|
||||
IM_ASSERT(0);
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Create application window
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||
RegisterClassEx(&wc);
|
||||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
LPDIRECT3D9 pD3D;
|
||||
if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
|
||||
{
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
return 0;
|
||||
}
|
||||
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
|
||||
g_d3dpp.Windowed = TRUE;
|
||||
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
|
||||
g_d3dpp.EnableAutoDepthStencil = TRUE;
|
||||
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
||||
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
|
||||
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
|
||||
|
||||
// Create the D3DDevice
|
||||
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
|
||||
{
|
||||
pD3D->Release();
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX9_Init(g_pd3dDevice);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
MSG msg;
|
||||
ZeroMemory(&msg, sizeof(msg));
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hwnd);
|
||||
while (msg.message != WM_QUIT)
|
||||
{
|
||||
// Poll and handle messages (inputs, window resize, etc.)
|
||||
// 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.
|
||||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplDX9_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::EndFrame();
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
|
||||
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
|
||||
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
|
||||
if (g_pd3dDevice->BeginScene() >= 0)
|
||||
{
|
||||
ImGui::Render();
|
||||
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
|
||||
g_pd3dDevice->EndScene();
|
||||
}
|
||||
HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
|
||||
|
||||
// Handle loss of D3D9 device
|
||||
if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
|
||||
{
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
g_pd3dDevice->Reset(&g_d3dpp);
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
}
|
||||
|
||||
ImGui_ImplDX9_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
if (g_pd3dDevice) g_pd3dDevice->Release();
|
||||
if (pD3D) pD3D->Release();
|
||||
DestroyWindow(hwnd);
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
388
ref/imgui/examples/imgui_impl_allegro5.cpp
Normal file
388
ref/imgui/examples/imgui_impl_allegro5.cpp
Normal file
@@ -0,0 +1,388 @@
|
||||
// ImGui Renderer + Platform Binding for: Allegro 5
|
||||
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Platform: Clipboard support (from Allegro 5.1.12)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
|
||||
// Issues:
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert the format of vertices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
|
||||
// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
|
||||
// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
|
||||
// 2018-04-18: Misc: Added support for 32-bits vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
|
||||
#include <stdint.h> // uint64_t
|
||||
#include <cstring> // memcpy
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_allegro5.h"
|
||||
|
||||
// Allegro
|
||||
#include <allegro5/allegro.h>
|
||||
#include <allegro5/allegro_primitives.h>
|
||||
#ifdef _WIN32
|
||||
#include <allegro5/allegro_windows.h>
|
||||
#endif
|
||||
#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
|
||||
|
||||
// Visual Studio warnings
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4127) // condition expression is constant
|
||||
#endif
|
||||
|
||||
// Data
|
||||
static ALLEGRO_DISPLAY* g_Display = NULL;
|
||||
static ALLEGRO_BITMAP* g_Texture = NULL;
|
||||
static double g_Time = 0.0;
|
||||
static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL;
|
||||
static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL;
|
||||
static char* g_ClipboardTextData = NULL;
|
||||
|
||||
struct ImDrawVertAllegro
|
||||
{
|
||||
ImVec2 pos;
|
||||
ImVec2 uv;
|
||||
ALLEGRO_COLOR col;
|
||||
};
|
||||
|
||||
// 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_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Backup Allegro state that will be modified
|
||||
ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
|
||||
ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
|
||||
int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
|
||||
al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h);
|
||||
int last_blender_op, last_blender_src, last_blender_dst;
|
||||
al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst);
|
||||
|
||||
// Setup render state
|
||||
al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
{
|
||||
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;
|
||||
ALLEGRO_TRANSFORM transform;
|
||||
al_identity_transform(&transform);
|
||||
al_use_transform(&transform);
|
||||
al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f);
|
||||
al_use_projection_transform(&transform);
|
||||
}
|
||||
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
// Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves.
|
||||
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 float as well..
|
||||
static ImVector<ImDrawVertAllegro> vertices;
|
||||
vertices.resize(cmd_list->IdxBuffer.Size);
|
||||
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
|
||||
{
|
||||
const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
|
||||
ImDrawVertAllegro* dst_v = &vertices[i];
|
||||
dst_v->pos = src_v->pos;
|
||||
dst_v->uv = src_v->uv;
|
||||
unsigned char* c = (unsigned char*)&src_v->col;
|
||||
dst_v->col = al_map_rgba(c[0], c[1], c[2], c[3]);
|
||||
}
|
||||
|
||||
const int* indices = NULL;
|
||||
if (sizeof(ImDrawIdx) == 2)
|
||||
{
|
||||
// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request ImGui to output 32-bit indices.
|
||||
// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
|
||||
static ImVector<int> indices_converted;
|
||||
indices_converted.resize(cmd_list->IdxBuffer.Size);
|
||||
for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
|
||||
indices_converted[i] = (int)cmd_list->IdxBuffer.Data[i];
|
||||
indices = indices_converted.Data;
|
||||
}
|
||||
else if (sizeof(ImDrawIdx) == 4)
|
||||
{
|
||||
indices = (const int*)cmd_list->IdxBuffer.Data;
|
||||
}
|
||||
|
||||
int idx_offset = 0;
|
||||
ImVec2 pos = draw_data->DisplayPos;
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
|
||||
al_set_clipping_rectangle(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
|
||||
al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
}
|
||||
|
||||
// Restore modified Allegro state
|
||||
al_set_blender(last_blender_op, last_blender_src, last_blender_dst);
|
||||
al_set_clipping_rectangle(last_clip_x, last_clip_y, last_clip_w, last_clip_h);
|
||||
al_use_transform(&last_transform);
|
||||
al_use_projection_transform(&last_projection_transform);
|
||||
}
|
||||
|
||||
bool ImGui_ImplAllegro5_CreateDeviceObjects()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
unsigned char *pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Create texture
|
||||
int flags = al_get_new_bitmap_flags();
|
||||
int fmt = al_get_new_bitmap_format();
|
||||
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP|ALLEGRO_MIN_LINEAR|ALLEGRO_MAG_LINEAR);
|
||||
al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
|
||||
ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
|
||||
al_set_new_bitmap_flags(flags);
|
||||
al_set_new_bitmap_format(fmt);
|
||||
if (!img)
|
||||
return false;
|
||||
|
||||
ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
|
||||
if (!locked_img)
|
||||
{
|
||||
al_destroy_bitmap(img);
|
||||
return false;
|
||||
}
|
||||
memcpy(locked_img->data, pixels, sizeof(int)*width*height);
|
||||
al_unlock_bitmap(img);
|
||||
|
||||
// Convert software texture to hardware texture.
|
||||
ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
|
||||
al_destroy_bitmap(img);
|
||||
if (!cloned_img)
|
||||
return false;
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void*)cloned_img;
|
||||
g_Texture = cloned_img;
|
||||
|
||||
// Create an invisible mouse cursor
|
||||
// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
|
||||
ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8,8);
|
||||
g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
|
||||
al_destroy_bitmap(mouse_cursor);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplAllegro5_InvalidateDeviceObjects()
|
||||
{
|
||||
if (g_Texture)
|
||||
{
|
||||
al_destroy_bitmap(g_Texture);
|
||||
ImGui::GetIO().Fonts->TexID = NULL;
|
||||
g_Texture = NULL;
|
||||
}
|
||||
if (g_MouseCursorInvisible)
|
||||
{
|
||||
al_destroy_mouse_cursor(g_MouseCursorInvisible);
|
||||
g_MouseCursorInvisible = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
#if ALLEGRO_HAS_CLIPBOARD
|
||||
static const char* ImGui_ImplAllegro5_GetClipboardText(void*)
|
||||
{
|
||||
if (g_ClipboardTextData)
|
||||
al_free(g_ClipboardTextData);
|
||||
g_ClipboardTextData = al_get_clipboard_text(g_Display);
|
||||
return g_ClipboardTextData;
|
||||
}
|
||||
|
||||
static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text)
|
||||
{
|
||||
al_set_clipboard_text(g_Display, text);
|
||||
}
|
||||
#endif
|
||||
|
||||
bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
{
|
||||
g_Display = display;
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
|
||||
// Create custom vertex declaration.
|
||||
// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
|
||||
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
|
||||
ALLEGRO_VERTEX_ELEMENT elems[] =
|
||||
{
|
||||
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) },
|
||||
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) },
|
||||
{ ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
|
||||
{ 0, 0, 0 }
|
||||
};
|
||||
g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
|
||||
|
||||
io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN;
|
||||
io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = ALLEGRO_KEY_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
|
||||
io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
|
||||
io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
|
||||
io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
|
||||
io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
|
||||
|
||||
#if ALLEGRO_HAS_CLIPBOARD
|
||||
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
|
||||
io.ClipboardUserData = NULL;
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplAllegro5_Shutdown()
|
||||
{
|
||||
ImGui_ImplAllegro5_InvalidateDeviceObjects();
|
||||
g_Display = NULL;
|
||||
|
||||
// Destroy last known clipboard data
|
||||
if (g_ClipboardTextData)
|
||||
al_free(g_ClipboardTextData);
|
||||
g_ClipboardTextData = NULL;
|
||||
}
|
||||
|
||||
// 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.
|
||||
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
switch (ev->type)
|
||||
{
|
||||
case ALLEGRO_EVENT_MOUSE_AXES:
|
||||
io.MouseWheel += ev->mouse.dz;
|
||||
io.MouseWheelH += ev->mouse.dw;
|
||||
return true;
|
||||
case ALLEGRO_EVENT_KEY_CHAR:
|
||||
if (ev->keyboard.display == g_Display)
|
||||
if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_KEY_DOWN:
|
||||
case ALLEGRO_EVENT_KEY_UP:
|
||||
if (ev->keyboard.display == g_Display)
|
||||
io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static void ImGui_ImplAllegro5_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return;
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
al_set_mouse_cursor(g_Display, g_MouseCursorInvisible);
|
||||
}
|
||||
else
|
||||
{
|
||||
ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
|
||||
switch (imgui_cursor)
|
||||
{
|
||||
case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
|
||||
case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
|
||||
case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
|
||||
case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
|
||||
case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
|
||||
case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
|
||||
}
|
||||
al_set_system_mouse_cursor(g_Display, cursor_id);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplAllegro5_NewFrame()
|
||||
{
|
||||
if (!g_Texture)
|
||||
ImGui_ImplAllegro5_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
w = al_get_display_width(g_Display);
|
||||
h = al_get_display_height(g_Display);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
|
||||
// Setup time step
|
||||
double current_time = al_get_time();
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
// Setup inputs
|
||||
ALLEGRO_KEYBOARD_STATE keys;
|
||||
al_get_keyboard_state(&keys);
|
||||
io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL);
|
||||
io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT);
|
||||
io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
|
||||
io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN);
|
||||
|
||||
ALLEGRO_MOUSE_STATE mouse;
|
||||
if (keys.display == g_Display)
|
||||
{
|
||||
al_get_mouse_state(&mouse);
|
||||
io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
al_get_mouse_state(&mouse);
|
||||
io.MouseDown[0] = mouse.buttons & (1 << 0);
|
||||
io.MouseDown[1] = mouse.buttons & (1 << 1);
|
||||
io.MouseDown[2] = mouse.buttons & (1 << 2);
|
||||
|
||||
ImGui_ImplAllegro5_UpdateMouseCursor();
|
||||
}
|
||||
28
ref/imgui/examples/imgui_impl_allegro5.h
Normal file
28
ref/imgui/examples/imgui_impl_allegro5.h
Normal file
@@ -0,0 +1,28 @@
|
||||
// ImGui Renderer + Platform Binding for: Allegro 5
|
||||
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Issues:
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to convert vertices.
|
||||
// [ ] Platform: Missing clipboard support via al_set_clipboard_text/al_clipboard_has_text.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd
|
||||
|
||||
#pragma once
|
||||
|
||||
struct ALLEGRO_DISPLAY;
|
||||
union ALLEGRO_EVENT;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
|
||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
|
||||
495
ref/imgui/examples/imgui_impl_dx10.cpp
Normal file
495
ref/imgui/examples/imgui_impl_dx10.cpp
Normal file
@@ -0,0 +1,495 @@
|
||||
// ImGui Renderer for: DirectX10
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
|
||||
// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other back-ends.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2016-05-07: DirectX10: Disabling depth-write.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_dx10.h"
|
||||
|
||||
// DirectX
|
||||
#include <stdio.h>
|
||||
#include <d3d10_1.h>
|
||||
#include <d3d10.h>
|
||||
#include <d3dcompiler.h>
|
||||
|
||||
// DirectX data
|
||||
static ID3D10Device* g_pd3dDevice = NULL;
|
||||
static IDXGIFactory* g_pFactory = NULL;
|
||||
static ID3D10Buffer* g_pVB = NULL;
|
||||
static ID3D10Buffer* g_pIB = NULL;
|
||||
static ID3D10Blob* g_pVertexShaderBlob = NULL;
|
||||
static ID3D10VertexShader* g_pVertexShader = NULL;
|
||||
static ID3D10InputLayout* g_pInputLayout = NULL;
|
||||
static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
|
||||
static ID3D10Blob* g_pPixelShaderBlob = NULL;
|
||||
static ID3D10PixelShader* g_pPixelShader = NULL;
|
||||
static ID3D10SamplerState* g_pFontSampler = NULL;
|
||||
static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
|
||||
static ID3D10RasterizerState* g_pRasterizerState = NULL;
|
||||
static ID3D10BlendState* g_pBlendState = NULL;
|
||||
static ID3D10DepthStencilState* 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_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
ID3D10Device* ctx = g_pd3dDevice;
|
||||
|
||||
// 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;
|
||||
D3D10_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (ctx->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;
|
||||
D3D10_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
ImDrawVert* vtx_dst = NULL;
|
||||
ImDrawIdx* idx_dst = NULL;
|
||||
g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
|
||||
g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
|
||||
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;
|
||||
}
|
||||
g_pVB->Unmap();
|
||||
g_pIB->Unmap();
|
||||
|
||||
// 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).
|
||||
{
|
||||
void* mapped_resource;
|
||||
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
return;
|
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
|
||||
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));
|
||||
g_pVertexConstantBuffer->Unmap();
|
||||
}
|
||||
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||
struct BACKUP_DX10_STATE
|
||||
{
|
||||
UINT ScissorRectsCount, ViewportsCount;
|
||||
D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
ID3D10RasterizerState* RS;
|
||||
ID3D10BlendState* BlendState;
|
||||
FLOAT BlendFactor[4];
|
||||
UINT SampleMask;
|
||||
UINT StencilRef;
|
||||
ID3D10DepthStencilState* DepthStencilState;
|
||||
ID3D10ShaderResourceView* PSShaderResource;
|
||||
ID3D10SamplerState* PSSampler;
|
||||
ID3D10PixelShader* PS;
|
||||
ID3D10VertexShader* VS;
|
||||
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
DXGI_FORMAT IndexBufferFormat;
|
||||
ID3D10InputLayout* InputLayout;
|
||||
};
|
||||
BACKUP_DX10_STATE old;
|
||||
old.ScissorRectsCount = old.ViewportsCount = D3D10_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);
|
||||
ctx->PSGetShader(&old.PS);
|
||||
ctx->VSGetShader(&old.VS);
|
||||
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
|
||||
D3D10_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
|
||||
vp.Width = (UINT)draw_data->DisplaySize.x;
|
||||
vp.Height = (UINT)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(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(g_pVertexShader);
|
||||
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
ctx->PSSetShader(g_pPixelShader);
|
||||
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 D3D10_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
|
||||
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)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); if (old.PS) old.PS->Release();
|
||||
ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->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_ImplDX10_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
|
||||
{
|
||||
D3D10_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 = D3D10_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D10Texture2D *pTexture = NULL;
|
||||
D3D10_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
|
||||
// Create texture view
|
||||
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
||||
ZeroMemory(&srv_desc, sizeof(srv_desc));
|
||||
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
|
||||
srv_desc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srv_desc.Texture2D.MostDetailedMip = 0;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
|
||||
pTexture->Release();
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
|
||||
|
||||
// Create texture sampler
|
||||
{
|
||||
D3D10_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return false;
|
||||
if (g_pFontSampler)
|
||||
ImGui_ImplDX10_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 DX10 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(), &g_pVertexShader) != S_OK)
|
||||
return false;
|
||||
|
||||
// Create the input layout
|
||||
D3D10_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_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
|
||||
{
|
||||
D3D10_BUFFER_DESC desc;
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_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(), &g_pPixelShader) != S_OK)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D10_BLEND_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.BlendEnable[0] = true;
|
||||
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
|
||||
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
|
||||
desc.BlendOp = D3D10_BLEND_OP_ADD;
|
||||
desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
|
||||
desc.DestBlendAlpha = D3D10_BLEND_ZERO;
|
||||
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
||||
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
||||
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
{
|
||||
D3D10_RASTERIZER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.FillMode = D3D10_FILL_SOLID;
|
||||
desc.CullMode = D3D10_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.DepthClipEnable = true;
|
||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
{
|
||||
D3D10_DEPTH_STENCIL_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
|
||||
}
|
||||
|
||||
ImGui_ImplDX10_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_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_ImplDX10_Init(ID3D10Device* device)
|
||||
{
|
||||
// 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_pFactory = pFactory;
|
||||
}
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
|
||||
g_pd3dDevice = NULL;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_NewFrame()
|
||||
{
|
||||
if (!g_pFontSampler)
|
||||
ImGui_ImplDX10_CreateDeviceObjects();
|
||||
}
|
||||
20
ref/imgui/examples/imgui_impl_dx10.h
Normal file
20
ref/imgui/examples/imgui_impl_dx10.h
Normal file
@@ -0,0 +1,20 @@
|
||||
// ImGui Renderer for: DirectX10
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct ID3D10Device;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
|
||||
504
ref/imgui/examples/imgui_impl_dx11.cpp
Normal file
504
ref/imgui/examples/imgui_impl_dx11.cpp
Normal file
@@ -0,0 +1,504 @@
|
||||
// ImGui Renderer for: DirectX11
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
|
||||
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
|
||||
// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2016-05-07: DirectX11: Disabling depth-write.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_dx11.h"
|
||||
|
||||
// DirectX
|
||||
#include <stdio.h>
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
|
||||
// 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)
|
||||
{
|
||||
// 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();
|
||||
}
|
||||
21
ref/imgui/examples/imgui_impl_dx11.h
Normal file
21
ref/imgui/examples/imgui_impl_dx11.h
Normal file
@@ -0,0 +1,21 @@
|
||||
// ImGui Renderer for: DirectX11
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
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();
|
||||
625
ref/imgui/examples/imgui_impl_dx12.cpp
Normal file
625
ref/imgui/examples/imgui_impl_dx12.cpp
Normal file
@@ -0,0 +1,625 @@
|
||||
// ImGui Renderer for: DirectX12
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// Issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
|
||||
// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
|
||||
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_dx12.h"
|
||||
|
||||
// DirectX
|
||||
#include <d3d12.h>
|
||||
#include <dxgi1_4.h>
|
||||
#include <d3dcompiler.h>
|
||||
|
||||
// DirectX data
|
||||
static ID3D12Device* g_pd3dDevice = NULL;
|
||||
static ID3D10Blob* g_pVertexShaderBlob = NULL;
|
||||
static ID3D10Blob* g_pPixelShaderBlob = NULL;
|
||||
static ID3D12RootSignature* g_pRootSignature = NULL;
|
||||
static ID3D12PipelineState* g_pPipelineState = NULL;
|
||||
static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
|
||||
static ID3D12Resource* g_pFontTextureResource = NULL;
|
||||
static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
|
||||
static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
|
||||
|
||||
struct FrameResources
|
||||
{
|
||||
ID3D12Resource* IB;
|
||||
ID3D12Resource* VB;
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
};
|
||||
static FrameResources* g_pFrameResources = NULL;
|
||||
static UINT g_numFramesInFlight = 0;
|
||||
static UINT g_frameIndex = UINT_MAX;
|
||||
|
||||
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_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
|
||||
{
|
||||
// FIXME: I'm assuming that this only gets called once per frame!
|
||||
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
|
||||
g_frameIndex = g_frameIndex + 1;
|
||||
FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
|
||||
ID3D12Resource* g_pVB = frameResources->VB;
|
||||
ID3D12Resource* g_pIB = frameResources->IB;
|
||||
int g_VertexBufferSize = frameResources->VertexBufferSize;
|
||||
int g_IndexBufferSize = frameResources->IndexBufferSize;
|
||||
|
||||
// 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;
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
|
||||
return;
|
||||
frameResources->VB = g_pVB;
|
||||
frameResources->VertexBufferSize = g_VertexBufferSize;
|
||||
}
|
||||
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
|
||||
return;
|
||||
frameResources->IB = g_pIB;
|
||||
frameResources->IndexBufferSize = g_IndexBufferSize;
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
void* vtx_resource, *idx_resource;
|
||||
D3D12_RANGE range;
|
||||
memset(&range, 0, sizeof(D3D12_RANGE));
|
||||
if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
|
||||
return;
|
||||
if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
|
||||
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;
|
||||
}
|
||||
g_pVB->Unmap(0, &range);
|
||||
g_pIB->Unmap(0, &range);
|
||||
|
||||
// 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).
|
||||
VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
|
||||
{
|
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
|
||||
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));
|
||||
}
|
||||
|
||||
// Setup viewport
|
||||
D3D12_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D12_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 = 0.0f;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
D3D12_VERTEX_BUFFER_VIEW vbv;
|
||||
memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
|
||||
vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
|
||||
vbv.SizeInBytes = g_VertexBufferSize * stride;
|
||||
vbv.StrideInBytes = stride;
|
||||
ctx->IASetVertexBuffers(0, 1, &vbv);
|
||||
D3D12_INDEX_BUFFER_VIEW ibv;
|
||||
memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
|
||||
ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
|
||||
ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
|
||||
ctx->IASetIndexBuffer(&ibv);
|
||||
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->SetPipelineState(g_pPipelineState);
|
||||
ctx->SetGraphicsRootSignature(g_pRootSignature);
|
||||
ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
|
||||
|
||||
// Setup render state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendFactor(blend_factor);
|
||||
|
||||
// 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)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
const D3D12_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->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_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
|
||||
{
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_DEFAULT;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
||||
desc.Alignment = 0;
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.SampleDesc.Quality = 0;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
|
||||
ID3D12Resource* pTexture = NULL;
|
||||
g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
|
||||
|
||||
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
|
||||
UINT uploadSize = height * uploadPitch;
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Alignment = 0;
|
||||
desc.Width = uploadSize;
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.SampleDesc.Quality = 0;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
|
||||
ID3D12Resource* uploadBuffer = NULL;
|
||||
HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
void* mapped = NULL;
|
||||
D3D12_RANGE range = { 0, uploadSize };
|
||||
hr = uploadBuffer->Map(0, &range, &mapped);
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
|
||||
uploadBuffer->Unmap(0, &range);
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
|
||||
srcLocation.pResource = uploadBuffer;
|
||||
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
||||
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srcLocation.PlacedFootprint.Footprint.Width = width;
|
||||
srcLocation.PlacedFootprint.Footprint.Height = height;
|
||||
srcLocation.PlacedFootprint.Footprint.Depth = 1;
|
||||
srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
|
||||
dstLocation.pResource = pTexture;
|
||||
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
||||
dstLocation.SubresourceIndex = 0;
|
||||
|
||||
D3D12_RESOURCE_BARRIER barrier = {};
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource = pTexture;
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
|
||||
ID3D12Fence* fence = NULL;
|
||||
hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
HANDLE event = CreateEvent(0, 0, 0, 0);
|
||||
IM_ASSERT(event != NULL);
|
||||
|
||||
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
|
||||
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
queueDesc.NodeMask = 1;
|
||||
|
||||
ID3D12CommandQueue* cmdQueue = NULL;
|
||||
hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
ID3D12CommandAllocator* cmdAlloc = NULL;
|
||||
hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
ID3D12GraphicsCommandList* cmdList = NULL;
|
||||
hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
|
||||
cmdList->ResourceBarrier(1, &barrier);
|
||||
|
||||
hr = cmdList->Close();
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
|
||||
hr = cmdQueue->Signal(fence, 1);
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
fence->SetEventOnCompletion(1, event);
|
||||
WaitForSingleObject(event, INFINITE);
|
||||
|
||||
cmdList->Release();
|
||||
cmdAlloc->Release();
|
||||
cmdQueue->Release();
|
||||
CloseHandle(event);
|
||||
fence->Release();
|
||||
uploadBuffer->Release();
|
||||
|
||||
// Create texture view
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
|
||||
if (g_pFontTextureResource != NULL)
|
||||
g_pFontTextureResource->Release();
|
||||
g_pFontTextureResource = pTexture;
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
|
||||
io.Fonts->TexID = (ImTextureID)g_hFontSrvGpuDescHandle.ptr;
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return false;
|
||||
if (g_pPipelineState)
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
|
||||
// Create the root signature
|
||||
{
|
||||
D3D12_DESCRIPTOR_RANGE descRange = {};
|
||||
descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
|
||||
descRange.NumDescriptors = 1;
|
||||
descRange.BaseShaderRegister = 0;
|
||||
descRange.RegisterSpace = 0;
|
||||
descRange.OffsetInDescriptorsFromTableStart = 0;
|
||||
|
||||
D3D12_ROOT_PARAMETER param[2] = {};
|
||||
|
||||
param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
|
||||
param[0].Constants.ShaderRegister = 0;
|
||||
param[0].Constants.RegisterSpace = 0;
|
||||
param[0].Constants.Num32BitValues = 16;
|
||||
param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
|
||||
|
||||
param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
||||
param[1].DescriptorTable.NumDescriptorRanges = 1;
|
||||
param[1].DescriptorTable.pDescriptorRanges = &descRange;
|
||||
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
||||
|
||||
D3D12_STATIC_SAMPLER_DESC staticSampler = {};
|
||||
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
staticSampler.MipLODBias = 0.f;
|
||||
staticSampler.MaxAnisotropy = 0;
|
||||
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
||||
staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
|
||||
staticSampler.MinLOD = 0.f;
|
||||
staticSampler.MaxLOD = 0.f;
|
||||
staticSampler.ShaderRegister = 0;
|
||||
staticSampler.RegisterSpace = 0;
|
||||
staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
||||
|
||||
D3D12_ROOT_SIGNATURE_DESC desc = {};
|
||||
desc.NumParameters = _countof(param);
|
||||
desc.pParameters = param;
|
||||
desc.NumStaticSamplers = 1;
|
||||
desc.pStaticSamplers = &staticSampler;
|
||||
desc.Flags =
|
||||
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
|
||||
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
|
||||
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
|
||||
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
|
||||
|
||||
ID3DBlob* blob = NULL;
|
||||
if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
|
||||
return false;
|
||||
|
||||
g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
|
||||
blob->Release();
|
||||
}
|
||||
|
||||
// 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 DX12 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.
|
||||
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
|
||||
memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
|
||||
psoDesc.NodeMask = 1;
|
||||
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
||||
psoDesc.pRootSignature = g_pRootSignature;
|
||||
psoDesc.SampleMask = UINT_MAX;
|
||||
psoDesc.NumRenderTargets = 1;
|
||||
psoDesc.RTVFormats[0] = g_RTVFormat;
|
||||
psoDesc.SampleDesc.Count = 1;
|
||||
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
|
||||
|
||||
// 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_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;
|
||||
psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
|
||||
|
||||
// Create the input layout
|
||||
static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
psoDesc.InputLayout = { local_layout, 3 };
|
||||
}
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
SamplerState sampler0 : register(s0);\
|
||||
Texture2D texture0 : register(t0);\
|
||||
\
|
||||
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;
|
||||
psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
|
||||
}
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D12_BLEND_DESC& desc = psoDesc.BlendState;
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.RenderTarget[0].BlendEnable = true;
|
||||
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
|
||||
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
{
|
||||
D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
|
||||
desc.FillMode = D3D12_FILL_MODE_SOLID;
|
||||
desc.CullMode = D3D12_CULL_MODE_NONE;
|
||||
desc.FrontCounterClockwise = FALSE;
|
||||
desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
|
||||
desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
|
||||
desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
|
||||
desc.DepthClipEnable = true;
|
||||
desc.MultisampleEnable = FALSE;
|
||||
desc.AntialiasedLineEnable = FALSE;
|
||||
desc.ForcedSampleCount = 0;
|
||||
desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
{
|
||||
D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
}
|
||||
|
||||
if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
|
||||
return false;
|
||||
|
||||
ImGui_ImplDX12_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return;
|
||||
|
||||
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
|
||||
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
||||
if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
|
||||
if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
|
||||
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
for (UINT i = 0; i < g_numFramesInFlight; i++)
|
||||
{
|
||||
if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
|
||||
if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
||||
{
|
||||
g_pd3dDevice = device;
|
||||
g_RTVFormat = rtv_format;
|
||||
g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
|
||||
g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
|
||||
g_pFrameResources = new FrameResources[num_frames_in_flight];
|
||||
g_numFramesInFlight = num_frames_in_flight;
|
||||
g_frameIndex = UINT_MAX;
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
{
|
||||
g_pFrameResources[i].IB = NULL;
|
||||
g_pFrameResources[i].VB = NULL;
|
||||
g_pFrameResources[i].VertexBufferSize = 5000;
|
||||
g_pFrameResources[i].IndexBufferSize = 10000;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
delete[] g_pFrameResources;
|
||||
g_pd3dDevice = NULL;
|
||||
g_hFontSrvCpuDescHandle.ptr = 0;
|
||||
g_hFontSrvGpuDescHandle.ptr = 0;
|
||||
g_pFrameResources = NULL;
|
||||
g_numFramesInFlight = 0;
|
||||
g_frameIndex = UINT_MAX;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_NewFrame()
|
||||
{
|
||||
if (!g_pPipelineState)
|
||||
ImGui_ImplDX12_CreateDeviceObjects();
|
||||
}
|
||||
31
ref/imgui/examples/imgui_impl_dx12.h
Normal file
31
ref/imgui/examples/imgui_impl_dx12.h
Normal file
@@ -0,0 +1,31 @@
|
||||
// ImGui Renderer for: DirectX12
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// Issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
enum DXGI_FORMAT;
|
||||
struct ID3D12Device;
|
||||
struct ID3D12GraphicsCommandList;
|
||||
struct D3D12_CPU_DESCRIPTOR_HANDLE;
|
||||
struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
||||
|
||||
// cmd_list is the command list that the implementation will use to render imgui draw lists.
|
||||
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
|
||||
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
|
||||
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
|
||||
274
ref/imgui/examples/imgui_impl_dx9.cpp
Normal file
274
ref/imgui/examples/imgui_impl_dx9.cpp
Normal file
@@ -0,0 +1,274 @@
|
||||
// ImGui Renderer for: DirectX9
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
|
||||
// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_dx9.h"
|
||||
|
||||
// DirectX
|
||||
#include <d3d9.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
|
||||
// DirectX data
|
||||
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
|
||||
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
|
||||
static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
|
||||
static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
|
||||
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
|
||||
|
||||
struct CUSTOMVERTEX
|
||||
{
|
||||
float pos[3];
|
||||
D3DCOLOR col;
|
||||
float uv[2];
|
||||
};
|
||||
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
|
||||
|
||||
// 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_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
// Create and grow 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;
|
||||
if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 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;
|
||||
if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Backup the DX9 state
|
||||
IDirect3DStateBlock9* d3d9_state_block = NULL;
|
||||
if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
|
||||
return;
|
||||
|
||||
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
|
||||
D3DMATRIX last_world, last_view, last_projection;
|
||||
g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
|
||||
g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
|
||||
g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
|
||||
// FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and
|
||||
// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
|
||||
// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
|
||||
CUSTOMVERTEX* vtx_dst;
|
||||
ImDrawIdx* idx_dst;
|
||||
if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
|
||||
return;
|
||||
if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
|
||||
return;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
|
||||
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
|
||||
{
|
||||
vtx_dst->pos[0] = vtx_src->pos.x;
|
||||
vtx_dst->pos[1] = vtx_src->pos.y;
|
||||
vtx_dst->pos[2] = 0.0f;
|
||||
vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
|
||||
vtx_dst->uv[0] = vtx_src->uv.x;
|
||||
vtx_dst->uv[1] = vtx_src->uv.y;
|
||||
vtx_dst++;
|
||||
vtx_src++;
|
||||
}
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
g_pVB->Unlock();
|
||||
g_pIB->Unlock();
|
||||
g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
|
||||
g_pd3dDevice->SetIndices(g_pIB);
|
||||
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
|
||||
|
||||
// Setup viewport
|
||||
D3DVIEWPORT9 vp;
|
||||
vp.X = vp.Y = 0;
|
||||
vp.Width = (DWORD)draw_data->DisplaySize.x;
|
||||
vp.Height = (DWORD)draw_data->DisplaySize.y;
|
||||
vp.MinZ = 0.0f;
|
||||
vp.MaxZ = 1.0f;
|
||||
g_pd3dDevice->SetViewport(&vp);
|
||||
|
||||
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
|
||||
g_pd3dDevice->SetPixelShader(NULL);
|
||||
g_pd3dDevice->SetVertexShader(NULL);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
||||
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
||||
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
|
||||
{
|
||||
float L = draw_data->DisplayPos.x + 0.5f;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
|
||||
float T = draw_data->DisplayPos.y + 0.5f;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
|
||||
D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } };
|
||||
D3DMATRIX mat_projection =
|
||||
{
|
||||
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,
|
||||
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
|
||||
};
|
||||
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
|
||||
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
|
||||
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
const 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) };
|
||||
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
|
||||
g_pd3dDevice->SetTexture(0, texture);
|
||||
g_pd3dDevice->SetScissorRect(&r);
|
||||
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore the DX9 transform
|
||||
g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
|
||||
g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
|
||||
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
|
||||
|
||||
// Restore the DX9 state
|
||||
d3d9_state_block->Apply();
|
||||
d3d9_state_block->Release();
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
{
|
||||
g_pd3dDevice = device;
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
g_pd3dDevice = NULL;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height, bytes_per_pixel;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
|
||||
|
||||
// Upload texture to graphics system
|
||||
g_FontTexture = NULL;
|
||||
if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
|
||||
return false;
|
||||
D3DLOCKED_RECT tex_locked_rect;
|
||||
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
||||
return false;
|
||||
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));
|
||||
g_FontTexture->UnlockRect(0);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)g_FontTexture;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX9_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return false;
|
||||
if (!ImGui_ImplDX9_CreateFontsTexture())
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return;
|
||||
if (g_pVB)
|
||||
{
|
||||
g_pVB->Release();
|
||||
g_pVB = NULL;
|
||||
}
|
||||
if (g_pIB)
|
||||
{
|
||||
g_pIB->Release();
|
||||
g_pIB = NULL;
|
||||
}
|
||||
|
||||
// At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(g_FontTexture == io.Fonts->TexID);
|
||||
if (g_FontTexture)
|
||||
g_FontTexture->Release();
|
||||
g_FontTexture = NULL;
|
||||
io.Fonts->TexID = NULL;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
20
ref/imgui/examples/imgui_impl_dx9.h
Normal file
20
ref/imgui/examples/imgui_impl_dx9.h
Normal file
@@ -0,0 +1,20 @@
|
||||
// ImGui Renderer for: DirectX9
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct IDirect3DDevice9;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
|
||||
187
ref/imgui/examples/imgui_impl_freeglut.cpp
Normal file
187
ref/imgui/examples/imgui_impl_freeglut.cpp
Normal file
@@ -0,0 +1,187 @@
|
||||
// ImGui Platform Binding for: FreeGLUT
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2)
|
||||
|
||||
// Issues:
|
||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-03-22: Added FreeGLUT Platform binding.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_freeglut.h"
|
||||
#include <GL/freeglut.h>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
|
||||
#endif
|
||||
|
||||
static int g_Time = 0; // Current time, in milliseconds
|
||||
|
||||
bool ImGui_ImplFreeGLUT_Init()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
g_Time = 0;
|
||||
|
||||
// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
|
||||
io.KeyMap[ImGuiKey_Tab] = '\t'; // == 9 == CTRL+I
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = 256 + GLUT_KEY_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = 256 + GLUT_KEY_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = 256 + GLUT_KEY_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = 256 + GLUT_KEY_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = 256 + GLUT_KEY_PAGE_UP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = 256 + GLUT_KEY_PAGE_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = 256 + GLUT_KEY_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = 256 + GLUT_KEY_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = 256 + GLUT_KEY_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = 127;
|
||||
io.KeyMap[ImGuiKey_Backspace] = 8; // == CTRL+H
|
||||
io.KeyMap[ImGuiKey_Space] = ' ';
|
||||
io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
|
||||
io.KeyMap[ImGuiKey_Escape] = 27;
|
||||
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_ImplFreeGLUT_InstallFuncs()
|
||||
{
|
||||
glutReshapeFunc(ImGui_ImplFreeGLUT_ReshapeFunc);
|
||||
glutMotionFunc(ImGui_ImplFreeGLUT_MotionFunc);
|
||||
glutPassiveMotionFunc(ImGui_ImplFreeGLUT_MotionFunc);
|
||||
glutMouseFunc(ImGui_ImplFreeGLUT_MouseFunc);
|
||||
glutMouseWheelFunc(ImGui_ImplFreeGLUT_MouseWheelFunc);
|
||||
glutKeyboardFunc(ImGui_ImplFreeGLUT_KeyboardFunc);
|
||||
glutKeyboardUpFunc(ImGui_ImplFreeGLUT_KeyboardUpFunc);
|
||||
glutSpecialFunc(ImGui_ImplFreeGLUT_SpecialFunc);
|
||||
glutSpecialUpFunc(ImGui_ImplFreeGLUT_SpecialUpFunc);
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_Shutdown()
|
||||
{
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_NewFrame()
|
||||
{
|
||||
// Setup time step
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int current_time = glutGet(GLUT_ELAPSED_TIME);
|
||||
io.DeltaTime = (current_time - g_Time) / 1000.0f;
|
||||
g_Time = current_time;
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
||||
static void ImGui_ImplFreeGLUT_UpdateKeyboardMods()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int mods = glutGetModifiers();
|
||||
io.KeyCtrl = (mods & GLUT_ACTIVE_CTRL) != 0;
|
||||
io.KeyShift = (mods & GLUT_ACTIVE_SHIFT) != 0;
|
||||
io.KeyAlt = (mods & GLUT_ACTIVE_ALT) != 0;
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y)
|
||||
{
|
||||
// Send character to imgui
|
||||
//printf("char_down_func %d '%c'\n", c, c);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (c >= 32)
|
||||
io.AddInputCharacter(c);
|
||||
|
||||
// Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
|
||||
// This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.
|
||||
if (c >= 1 && c <= 26)
|
||||
io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true;
|
||||
else if (c >= 'a' && c <= 'z')
|
||||
io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = true;
|
||||
else if (c >= 'A' && c <= 'Z')
|
||||
io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = true;
|
||||
else
|
||||
io.KeysDown[c] = true;
|
||||
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
|
||||
{
|
||||
//printf("char_up_func %d '%c'\n", c, c);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (c >= 1 && c <= 26)
|
||||
io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = false;
|
||||
else if (c >= 'a' && c <= 'z')
|
||||
io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = false;
|
||||
else if (c >= 'A' && c <= 'Z')
|
||||
io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = false;
|
||||
else
|
||||
io.KeysDown[c] = false;
|
||||
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y)
|
||||
{
|
||||
//printf("key_down_func %d\n", key);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
|
||||
io.KeysDown[key + 256] = true;
|
||||
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y)
|
||||
{
|
||||
//printf("key_up_func %d\n", key);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
|
||||
io.KeysDown[key + 256] = false;
|
||||
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_MouseFunc(int glut_button, int state, int x, int y)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MousePos = ImVec2((float)x, (float)y);
|
||||
int button = -1;
|
||||
if (glut_button == GLUT_LEFT_BUTTON) button = 0;
|
||||
if (glut_button == GLUT_RIGHT_BUTTON) button = 1;
|
||||
if (glut_button == GLUT_MIDDLE_BUTTON) button = 2;
|
||||
if (button != -1 && state == GLUT_DOWN)
|
||||
io.MouseDown[button] = true;
|
||||
if (button != -1 && state == GLUT_UP)
|
||||
io.MouseDown[button] = false;
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MousePos = ImVec2((float)x, (float)y);
|
||||
if (dir > 0)
|
||||
io.MouseWheel += 1.0;
|
||||
else if (dir < 0)
|
||||
io.MouseWheel -= 1.0;
|
||||
(void)button; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
}
|
||||
|
||||
void ImGui_ImplFreeGLUT_MotionFunc(int x, int y)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MousePos = ImVec2((float)x, (float)y);
|
||||
}
|
||||
26
ref/imgui/examples/imgui_impl_freeglut.h
Normal file
26
ref/imgui/examples/imgui_impl_freeglut.h
Normal file
@@ -0,0 +1,26 @@
|
||||
// ImGui Platform Binding for: FreeGLUT
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2)
|
||||
|
||||
// Issues:
|
||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplFreeGLUT_Init();
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_InstallFuncs();
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_NewFrame();
|
||||
|
||||
// You can call ImGui_ImplFreeGLUT_InstallFuncs() to get all those functions installed automatically,
|
||||
// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
|
||||
//---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
|
||||
300
ref/imgui/examples/imgui_impl_glfw.cpp
Normal file
300
ref/imgui/examples/imgui_impl_glfw.cpp
Normal file
@@ -0,0 +1,300 @@
|
||||
// ImGui Platform Binding for: GLFW
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
|
||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
|
||||
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
|
||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
|
||||
// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
|
||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
||||
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
||||
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||
|
||||
#include "stdafx.h"
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
#ifdef _WIN32
|
||||
#undef APIENTRY
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
|
||||
#endif
|
||||
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
|
||||
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
|
||||
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
|
||||
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
|
||||
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
|
||||
|
||||
// Data
|
||||
enum GlfwClientApi
|
||||
{
|
||||
GlfwClientApi_Unknown,
|
||||
GlfwClientApi_OpenGL,
|
||||
GlfwClientApi_Vulkan
|
||||
};
|
||||
static GLFWwindow* g_Window = NULL;
|
||||
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
|
||||
static double g_Time = 0.0;
|
||||
static bool g_MouseJustPressed[5] = { false, false, false, false, false };
|
||||
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
||||
|
||||
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
|
||||
{
|
||||
return glfwGetClipboardString((GLFWwindow*)user_data);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
|
||||
{
|
||||
glfwSetClipboardString((GLFWwindow*)user_data, text);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
|
||||
{
|
||||
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
|
||||
g_MouseJustPressed[button] = true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MouseWheelH += (float)xoffset;
|
||||
io.MouseWheel += (float)yoffset;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (action == GLFW_PRESS)
|
||||
io.KeysDown[key] = true;
|
||||
if (action == GLFW_RELEASE)
|
||||
io.KeysDown[key] = false;
|
||||
|
||||
(void)mods; // Modifiers are not reliable across systems
|
||||
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
|
||||
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
|
||||
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
|
||||
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (c > 0 && c < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)c);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
||||
{
|
||||
glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||
glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||
{
|
||||
g_Window = window;
|
||||
g_Time = 0.0;
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
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)
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
||||
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
|
||||
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
|
||||
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
|
||||
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||
io.ClipboardUserData = g_Window;
|
||||
#if defined(_WIN32)
|
||||
io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
|
||||
#endif
|
||||
|
||||
g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
|
||||
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
||||
|
||||
if (install_callbacks)
|
||||
ImGui_ImplGlfw_InstallCallbacks(window);
|
||||
|
||||
g_ClientApi = client_api;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
|
||||
{
|
||||
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
|
||||
{
|
||||
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_Shutdown()
|
||||
{
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
{
|
||||
glfwDestroyCursor(g_MouseCursors[cursor_n]);
|
||||
g_MouseCursors[cursor_n] = NULL;
|
||||
}
|
||||
g_ClientApi = GlfwClientApi_Unknown;
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
|
||||
{
|
||||
// Update buttons
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
{
|
||||
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
|
||||
g_MouseJustPressed[i] = false;
|
||||
}
|
||||
|
||||
// Update mouse position
|
||||
const ImVec2 mouse_pos_backup = io.MousePos;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const bool focused = true; // Emscripten
|
||||
#else
|
||||
const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
|
||||
#endif
|
||||
if (focused)
|
||||
{
|
||||
if (io.WantSetMousePos)
|
||||
{
|
||||
glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
|
||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
return;
|
||||
|
||||
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
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
|
||||
glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
|
||||
|
||||
// Setup display size
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(g_Window, &w, &h);
|
||||
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
ImGui_ImplGlfw_UpdateMousePosAndButtons();
|
||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
||||
|
||||
// Gamepad navigation mapping [BETA]
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
|
||||
{
|
||||
// Update gamepad inputs
|
||||
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
|
||||
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
|
||||
int axes_count = 0, buttons_count = 0;
|
||||
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
|
||||
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
|
||||
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
|
||||
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
|
||||
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
|
||||
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
|
||||
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
|
||||
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
|
||||
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
|
||||
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
|
||||
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
|
||||
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
if (axes_count > 0 && buttons_count > 0)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
else
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
}
|
||||
}
|
||||
32
ref/imgui/examples/imgui_impl_glfw.h
Normal file
32
ref/imgui/examples/imgui_impl_glfw.h
Normal file
@@ -0,0 +1,32 @@
|
||||
// ImGui Platform Binding for: GLFW
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
|
||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
|
||||
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
|
||||
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
|
||||
|
||||
struct GLFWwindow;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
||||
|
||||
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
|
||||
// Provided here if you want to chain callbacks.
|
||||
// You can also handle inputs yourself and use those as a reference.
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
|
||||
308
ref/imgui/examples/imgui_impl_marmalade.cpp
Normal file
308
ref/imgui/examples/imgui_impl_marmalade.cpp
Normal file
@@ -0,0 +1,308 @@
|
||||
// ImGui Renderer + Platform Binding for: Marmalade + IwGx
|
||||
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of ImGui)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_marmalade.h"
|
||||
|
||||
#include <s3eClipboard.h>
|
||||
#include <s3ePointer.h>
|
||||
#include <s3eKeyboard.h>
|
||||
#include <IwTexture.h>
|
||||
#include <IwGx.h>
|
||||
|
||||
// Data
|
||||
static double g_Time = 0.0f;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static CIwTexture* g_FontTexture = NULL;
|
||||
static char* g_ClipboardText = NULL;
|
||||
static bool g_osdKeyboardEnabled = false;
|
||||
|
||||
// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
|
||||
static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f);
|
||||
|
||||
// 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_Marmalade_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Render command lists
|
||||
for(int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||||
const int nVert = cmd_list->VtxBuffer.Size;
|
||||
CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert);
|
||||
CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
|
||||
CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
|
||||
|
||||
for( int i=0; i < nVert; i++ )
|
||||
{
|
||||
// TODO: optimize multiplication on gpu using vertex shader/projection matrix.
|
||||
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
|
||||
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
|
||||
pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
|
||||
pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y;
|
||||
pColStream[i] = cmd_list->VtxBuffer[i].col;
|
||||
}
|
||||
|
||||
IwGxSetVertStreamScreenSpace(pVertStream, nVert);
|
||||
IwGxSetUVStream(pUVStream);
|
||||
IwGxSetColStream(pColStream, nVert);
|
||||
IwGxSetNormStream(0);
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
|
||||
pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
|
||||
pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
|
||||
pCurrentMaterial->SetFiltering(false);
|
||||
pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
|
||||
pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
|
||||
pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
|
||||
pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId);
|
||||
IwGxSetMaterial(pCurrentMaterial);
|
||||
IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
|
||||
}
|
||||
idx_buffer += pcmd->ElemCount;
|
||||
}
|
||||
IwGxFlush();
|
||||
}
|
||||
|
||||
// TODO: restore modified state (i.e. mvp matrix)
|
||||
}
|
||||
|
||||
static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/)
|
||||
{
|
||||
if (!s3eClipboardAvailable())
|
||||
return NULL;
|
||||
|
||||
if (int size = s3eClipboardGetText(NULL, 0))
|
||||
{
|
||||
if (g_ClipboardText)
|
||||
delete[] g_ClipboardText;
|
||||
g_ClipboardText = new char[size];
|
||||
g_ClipboardText[0] = '\0';
|
||||
s3eClipboardGetText(g_ClipboardText, size);
|
||||
}
|
||||
|
||||
return g_ClipboardText;
|
||||
}
|
||||
|
||||
static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text)
|
||||
{
|
||||
if (s3eClipboardAvailable())
|
||||
s3eClipboardSetText(text);
|
||||
}
|
||||
|
||||
int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data)
|
||||
{
|
||||
// pEvent->m_Button is of type s3ePointerButton and indicates which mouse
|
||||
// button was pressed. For touchscreen this should always have the value
|
||||
// S3E_POINTER_BUTTON_SELECT
|
||||
s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data;
|
||||
|
||||
if (pEvent->m_Pressed == 1)
|
||||
{
|
||||
if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
|
||||
g_MousePressed[0] = true;
|
||||
if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE)
|
||||
g_MousePressed[1] = true;
|
||||
if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE)
|
||||
g_MousePressed[2] = true;
|
||||
if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP)
|
||||
io.MouseWheel += pEvent->m_y;
|
||||
if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
|
||||
io.MouseWheel += pEvent->m_y;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data;
|
||||
if (e->m_Pressed == 1)
|
||||
io.KeysDown[e->m_Key] = true;
|
||||
if (e->m_Pressed == 0)
|
||||
io.KeysDown[e->m_Key] = false;
|
||||
|
||||
io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
|
||||
io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
|
||||
io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
|
||||
io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
|
||||
if ((e->m_Char > 0 && e->m_Char < 0x10000))
|
||||
io.AddInputCharacter((unsigned short)e->m_Char);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool ImGui_Marmalade_CreateDeviceObjects()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Upload texture to graphics system
|
||||
g_FontTexture = new CIwTexture();
|
||||
g_FontTexture->SetModifiable(true);
|
||||
CIwImage& image = g_FontTexture->GetImage();
|
||||
image.SetFormat(CIwImage::ARGB_8888);
|
||||
image.SetWidth(width);
|
||||
image.SetHeight(height);
|
||||
image.SetBuffers(); // allocates and own buffers
|
||||
image.ReadTexels(pixels);
|
||||
g_FontTexture->SetMipMapping(false);
|
||||
g_FontTexture->SetFiltering(false);
|
||||
g_FontTexture->Upload();
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)g_FontTexture;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_Marmalade_InvalidateDeviceObjects()
|
||||
{
|
||||
if (g_ClipboardText)
|
||||
{
|
||||
delete[] g_ClipboardText;
|
||||
g_ClipboardText = NULL;
|
||||
}
|
||||
|
||||
if (g_FontTexture)
|
||||
{
|
||||
delete g_FontTexture;
|
||||
ImGui::GetIO().Fonts->TexID = 0;
|
||||
g_FontTexture = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_Marmalade_Init(bool install_callbacks)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown;
|
||||
io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp;
|
||||
io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown;
|
||||
io.KeyMap[ImGuiKey_Home] = s3eKeyHome;
|
||||
io.KeyMap[ImGuiKey_End] = s3eKeyEnd;
|
||||
io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert;
|
||||
io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
|
||||
io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
|
||||
io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
|
||||
io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
|
||||
io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
|
||||
io.KeyMap[ImGuiKey_A] = s3eKeyA;
|
||||
io.KeyMap[ImGuiKey_C] = s3eKeyC;
|
||||
io.KeyMap[ImGuiKey_V] = s3eKeyV;
|
||||
io.KeyMap[ImGuiKey_X] = s3eKeyX;
|
||||
io.KeyMap[ImGuiKey_Y] = s3eKeyY;
|
||||
io.KeyMap[ImGuiKey_Z] = s3eKeyZ;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText;
|
||||
|
||||
if (install_callbacks)
|
||||
{
|
||||
s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0);
|
||||
s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0);
|
||||
s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_Marmalade_Shutdown()
|
||||
{
|
||||
ImGui_Marmalade_InvalidateDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_Marmalade_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_Marmalade_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight();
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
// For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
|
||||
io.DisplayFramebufferScale = g_scale;
|
||||
|
||||
// Setup time step
|
||||
double current_time = s3eTimerGetUST() / 1000.0f;
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
double mouse_x, mouse_y;
|
||||
mouse_x = s3ePointerGetX();
|
||||
mouse_y = s3ePointerGetY();
|
||||
io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.)
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
g_MousePressed[i] = false;
|
||||
}
|
||||
|
||||
// TODO: Hide OS mouse cursor if ImGui is drawing it
|
||||
// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
|
||||
|
||||
// Show/hide OSD keyboard
|
||||
if (io.WantTextInput)
|
||||
{
|
||||
// Some text input widget is active?
|
||||
if (!g_osdKeyboardEnabled)
|
||||
{
|
||||
g_osdKeyboardEnabled = true;
|
||||
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// No text input widget is active
|
||||
if (g_osdKeyboardEnabled)
|
||||
{
|
||||
g_osdKeyboardEnabled = false;
|
||||
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard
|
||||
}
|
||||
}
|
||||
}
|
||||
26
ref/imgui/examples/imgui_impl_marmalade.h
Normal file
26
ref/imgui/examples/imgui_impl_marmalade.h
Normal file
@@ -0,0 +1,26 @@
|
||||
// ImGui Renderer + Platform Binding for: Marmalade + IwGx
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// Copyright (C) 2015 by Giovanni Zito
|
||||
// This file is part of ImGui
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
|
||||
IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_Marmalade_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_Marmalade_CreateDeviceObjects();
|
||||
|
||||
// Callbacks (installed by default if you enable 'install_callbacks' during initialization)
|
||||
// You can also handle inputs yourself and use those as a reference.
|
||||
IMGUI_IMPL_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data);
|
||||
IMGUI_IMPL_API int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data);
|
||||
IMGUI_IMPL_API int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data);
|
||||
25
ref/imgui/examples/imgui_impl_metal.h
Normal file
25
ref/imgui/examples/imgui_impl_metal.h
Normal file
@@ -0,0 +1,25 @@
|
||||
// ImGui Renderer for: Metal
|
||||
// This needs to be used along with a Platform Binding (e.g. OSX)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
@class MTLRenderPassDescriptor;
|
||||
@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
|
||||
id<MTLCommandBuffer> commandBuffer,
|
||||
id<MTLRenderCommandEncoder> commandEncoder);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
517
ref/imgui/examples/imgui_impl_metal.mm
Normal file
517
ref/imgui/examples/imgui_impl_metal.mm
Normal file
@@ -0,0 +1,517 @@
|
||||
// ImGui Renderer for: Metal
|
||||
// This needs to be used along with a Platform Binding (e.g. OSX)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-07-05: Metal: Added new Metal backend implementation.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_metal.h"
|
||||
|
||||
#import <Metal/Metal.h>
|
||||
#import <QuartzCore/CAMetalLayer.h>
|
||||
#import <simd/simd.h>
|
||||
|
||||
#pragma mark - Support classes
|
||||
|
||||
// A wrapper around a MTLBuffer object that knows the last time it was reused
|
||||
@interface MetalBuffer : NSObject
|
||||
@property (nonatomic, strong) id<MTLBuffer> buffer;
|
||||
@property (nonatomic, assign) NSTimeInterval lastReuseTime;
|
||||
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer;
|
||||
@end
|
||||
|
||||
// An object that encapsulates the data necessary to uniquely identify a
|
||||
// render pipeline state. These are used as cache keys.
|
||||
@interface FramebufferDescriptor : NSObject<NSCopying>
|
||||
@property (nonatomic, assign) unsigned long sampleCount;
|
||||
@property (nonatomic, assign) MTLPixelFormat colorPixelFormat;
|
||||
@property (nonatomic, assign) MTLPixelFormat depthPixelFormat;
|
||||
@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat;
|
||||
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor;
|
||||
@end
|
||||
|
||||
// A singleton that stores long-lived objects that are needed by the Metal
|
||||
// renderer backend. Stores the render pipeline state cache and the default
|
||||
// font texture, and manages the reusable buffer cache.
|
||||
@interface MetalContext : NSObject
|
||||
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
|
||||
@property (nonatomic, strong) FramebufferDescriptor *framebufferDescriptor; // framebuffer descriptor for current frame; transient
|
||||
@property (nonatomic, strong) NSMutableDictionary *renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
|
||||
@property (nonatomic, strong, nullable) id<MTLTexture> fontTexture;
|
||||
@property (nonatomic, strong) NSMutableArray<MetalBuffer *> *bufferCache;
|
||||
@property (nonatomic, assign) NSTimeInterval lastBufferCachePurge;
|
||||
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device;
|
||||
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device;
|
||||
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
|
||||
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer;
|
||||
- (id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device;
|
||||
- (void)emptyRenderPipelineStateCache;
|
||||
- (void)renderDrawData:(ImDrawData *)drawData
|
||||
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
||||
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder;
|
||||
@end
|
||||
|
||||
static MetalContext *g_sharedMetalContext = nil;
|
||||
|
||||
#pragma mark - ImGui API implementation
|
||||
|
||||
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
|
||||
{
|
||||
static dispatch_once_t onceToken;
|
||||
dispatch_once(&onceToken, ^{
|
||||
g_sharedMetalContext = [[MetalContext alloc] init];
|
||||
});
|
||||
|
||||
ImGui_ImplMetal_CreateDeviceObjects(device);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_Shutdown()
|
||||
{
|
||||
ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor)
|
||||
{
|
||||
IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init?");
|
||||
|
||||
g_sharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
|
||||
}
|
||||
|
||||
// Metal Render function.
|
||||
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
|
||||
{
|
||||
[g_sharedMetalContext renderDrawData:draw_data commandBuffer:commandBuffer commandEncoder:commandEncoder];
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
|
||||
{
|
||||
[g_sharedMetalContext makeFontTextureWithDevice:device];
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture; // ImTextureID == void*
|
||||
|
||||
return (g_sharedMetalContext.fontTexture != nil);
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_DestroyFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
g_sharedMetalContext.fontTexture = nil;
|
||||
io.Fonts->TexID = nullptr;
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
|
||||
{
|
||||
[g_sharedMetalContext makeDeviceObjectsWithDevice:device];
|
||||
|
||||
ImGui_ImplMetal_CreateFontsTexture(device);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplMetal_DestroyFontsTexture();
|
||||
[g_sharedMetalContext emptyRenderPipelineStateCache];
|
||||
}
|
||||
|
||||
#pragma mark - MetalBuffer implementation
|
||||
|
||||
@implementation MetalBuffer
|
||||
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
|
||||
{
|
||||
if ((self = [super init]))
|
||||
{
|
||||
_buffer = buffer;
|
||||
_lastReuseTime = [NSDate date].timeIntervalSince1970;
|
||||
}
|
||||
return self;
|
||||
}
|
||||
@end
|
||||
|
||||
#pragma mark - FramebufferDescriptor implementation
|
||||
|
||||
@implementation FramebufferDescriptor
|
||||
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
|
||||
{
|
||||
if ((self = [super init]))
|
||||
{
|
||||
_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
|
||||
_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
|
||||
_depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat;
|
||||
_stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat;
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
||||
- (nonnull id)copyWithZone:(nullable NSZone *)zone
|
||||
{
|
||||
FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init];
|
||||
copy.sampleCount = self.sampleCount;
|
||||
copy.colorPixelFormat = self.colorPixelFormat;
|
||||
copy.depthPixelFormat = self.depthPixelFormat;
|
||||
copy.stencilPixelFormat = self.stencilPixelFormat;
|
||||
return copy;
|
||||
}
|
||||
|
||||
- (NSUInteger)hash
|
||||
{
|
||||
NSUInteger sc = _sampleCount & 0x3;
|
||||
NSUInteger cf = _colorPixelFormat & 0x3FF;
|
||||
NSUInteger df = _depthPixelFormat & 0x3FF;
|
||||
NSUInteger sf = _stencilPixelFormat & 0x3FF;
|
||||
NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc;
|
||||
return hash;
|
||||
}
|
||||
|
||||
- (BOOL)isEqual:(id)object
|
||||
{
|
||||
FramebufferDescriptor *other = object;
|
||||
if (![other isKindOfClass:[FramebufferDescriptor class]])
|
||||
return NO;
|
||||
return other.sampleCount == self.sampleCount &&
|
||||
other.colorPixelFormat == self.colorPixelFormat &&
|
||||
other.depthPixelFormat == self.depthPixelFormat &&
|
||||
other.stencilPixelFormat == self.stencilPixelFormat;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
#pragma mark - MetalContext implementation
|
||||
|
||||
@implementation MetalContext
|
||||
- (instancetype)init {
|
||||
if ((self = [super init]))
|
||||
{
|
||||
_renderPipelineStateCache = [NSMutableDictionary dictionary];
|
||||
_bufferCache = [NSMutableArray array];
|
||||
_lastBufferCachePurge = [NSDate date].timeIntervalSince1970;
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
||||
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
|
||||
{
|
||||
MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
|
||||
depthStencilDescriptor.depthWriteEnabled = NO;
|
||||
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
|
||||
self.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
|
||||
}
|
||||
|
||||
// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
|
||||
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
|
||||
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
|
||||
// You can make that change in your implementation.
|
||||
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
|
||||
{
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
|
||||
width:width
|
||||
height:height
|
||||
mipmapped:NO];
|
||||
textureDescriptor.usage = MTLTextureUsageShaderRead;
|
||||
#if TARGET_OS_OSX
|
||||
textureDescriptor.storageMode = MTLStorageModeManaged;
|
||||
#else
|
||||
textureDescriptor.storageMode = MTLStorageModeShared;
|
||||
#endif
|
||||
id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
|
||||
[texture replaceRegion:MTLRegionMake2D(0, 0, width, height) mipmapLevel:0 withBytes:pixels bytesPerRow:width * 4];
|
||||
self.fontTexture = texture;
|
||||
}
|
||||
|
||||
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
|
||||
{
|
||||
NSTimeInterval now = [NSDate date].timeIntervalSince1970;
|
||||
|
||||
// Purge old buffers that haven't been useful for a while
|
||||
if (now - self.lastBufferCachePurge > 1.0)
|
||||
{
|
||||
NSMutableArray *survivors = [NSMutableArray array];
|
||||
for (MetalBuffer *candidate in self.bufferCache)
|
||||
{
|
||||
if (candidate.lastReuseTime > self.lastBufferCachePurge)
|
||||
{
|
||||
[survivors addObject:candidate];
|
||||
}
|
||||
}
|
||||
self.bufferCache = [survivors mutableCopy];
|
||||
self.lastBufferCachePurge = now;
|
||||
}
|
||||
|
||||
// See if we have a buffer we can reuse
|
||||
MetalBuffer *bestCandidate = nil;
|
||||
for (MetalBuffer *candidate in self.bufferCache)
|
||||
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
|
||||
bestCandidate = candidate;
|
||||
|
||||
if (bestCandidate != nil)
|
||||
{
|
||||
[self.bufferCache removeObject:bestCandidate];
|
||||
bestCandidate.lastReuseTime = now;
|
||||
return bestCandidate;
|
||||
}
|
||||
|
||||
// No luck; make a new buffer
|
||||
id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
|
||||
return [[MetalBuffer alloc] initWithBuffer:backing];
|
||||
}
|
||||
|
||||
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
|
||||
{
|
||||
[self.bufferCache addObject:buffer];
|
||||
}
|
||||
|
||||
- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
|
||||
{
|
||||
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
|
||||
// Thie hit rate for this cache should be very near 100%.
|
||||
id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor];
|
||||
|
||||
if (renderPipelineState == nil)
|
||||
{
|
||||
// No luck; make a new render pipeline state
|
||||
renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device];
|
||||
// Cache render pipeline state for later reuse
|
||||
self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState;
|
||||
}
|
||||
|
||||
return renderPipelineState;
|
||||
}
|
||||
|
||||
- (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device
|
||||
{
|
||||
NSError *error = nil;
|
||||
|
||||
NSString *shaderSource = @""
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"\n"
|
||||
"struct Uniforms {\n"
|
||||
" float4x4 projectionMatrix;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct VertexIn {\n"
|
||||
" float2 position [[attribute(0)]];\n"
|
||||
" float2 texCoords [[attribute(1)]];\n"
|
||||
" uchar4 color [[attribute(2)]];\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct VertexOut {\n"
|
||||
" float4 position [[position]];\n"
|
||||
" float2 texCoords;\n"
|
||||
" float4 color;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n"
|
||||
" constant Uniforms &uniforms [[buffer(1)]]) {\n"
|
||||
" VertexOut out;\n"
|
||||
" out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n"
|
||||
" out.texCoords = in.texCoords;\n"
|
||||
" out.color = float4(in.color) / float4(255.0);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
|
||||
" texture2d<half, access::sample> texture [[texture(0)]]) {\n"
|
||||
" constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
|
||||
" half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
|
||||
" return half4(in.color) * texColor;\n"
|
||||
"}\n";
|
||||
|
||||
id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
|
||||
if (library == nil)
|
||||
{
|
||||
NSLog(@"Error: failed to create Metal library: %@", error);
|
||||
return nil;
|
||||
}
|
||||
|
||||
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
|
||||
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
|
||||
|
||||
if (vertexFunction == nil || fragmentFunction == nil)
|
||||
{
|
||||
NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
|
||||
return nil;
|
||||
}
|
||||
|
||||
MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
|
||||
vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
|
||||
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
|
||||
vertexDescriptor.attributes[0].bufferIndex = 0;
|
||||
vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv);
|
||||
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
|
||||
vertexDescriptor.attributes[1].bufferIndex = 0;
|
||||
vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col);
|
||||
vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
|
||||
vertexDescriptor.attributes[2].bufferIndex = 0;
|
||||
vertexDescriptor.layouts[0].stepRate = 1;
|
||||
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
|
||||
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
|
||||
|
||||
MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
|
||||
pipelineDescriptor.vertexFunction = vertexFunction;
|
||||
pipelineDescriptor.fragmentFunction = fragmentFunction;
|
||||
pipelineDescriptor.vertexDescriptor = vertexDescriptor;
|
||||
pipelineDescriptor.sampleCount = self.framebufferDescriptor.sampleCount;
|
||||
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
|
||||
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
|
||||
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
|
||||
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
|
||||
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
|
||||
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha;
|
||||
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
|
||||
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
|
||||
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
|
||||
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
|
||||
|
||||
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
|
||||
if (error != nil)
|
||||
{
|
||||
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
|
||||
}
|
||||
|
||||
return renderPipelineState;
|
||||
}
|
||||
|
||||
- (void)emptyRenderPipelineStateCache
|
||||
{
|
||||
[self.renderPipelineStateCache removeAllObjects];
|
||||
}
|
||||
|
||||
- (void)renderDrawData:(ImDrawData *)drawData
|
||||
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
||||
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
int fb_width = (int)(drawData->DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(drawData->DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
|
||||
return;
|
||||
drawData->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
[commandEncoder setCullMode:MTLCullModeNone];
|
||||
[commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPps (top left) to
|
||||
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
MTLViewport viewport =
|
||||
{
|
||||
.originX = 0.0,
|
||||
.originY = 0.0,
|
||||
.width = double(fb_width),
|
||||
.height = double(fb_height),
|
||||
.znear = 0.0,
|
||||
.zfar = 1.0
|
||||
};
|
||||
[commandEncoder setViewport:viewport];
|
||||
float L = drawData->DisplayPos.x;
|
||||
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
|
||||
float T = drawData->DisplayPos.y;
|
||||
float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
|
||||
float N = viewport.znear;
|
||||
float F = viewport.zfar;
|
||||
const float ortho_projection[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, 1/(F-N), 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
|
||||
};
|
||||
|
||||
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
|
||||
|
||||
size_t vertexBufferLength = 0;
|
||||
size_t indexBufferLength = 0;
|
||||
for (int n = 0; n < drawData->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = drawData->CmdLists[n];
|
||||
vertexBufferLength += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||
indexBufferLength += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
|
||||
}
|
||||
|
||||
MetalBuffer *vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
||||
MetalBuffer *indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
||||
|
||||
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
|
||||
[commandEncoder setRenderPipelineState:renderPipelineState];
|
||||
|
||||
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
|
||||
|
||||
size_t vertexBufferOffset = 0;
|
||||
size_t indexBufferOffset = 0;
|
||||
ImVec2 pos = drawData->DisplayPos;
|
||||
for (int n = 0; n < drawData->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = drawData->CmdLists[n];
|
||||
ImDrawIdx idx_buffer_offset = 0;
|
||||
|
||||
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
|
||||
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
|
||||
|
||||
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
|
||||
{
|
||||
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
MTLScissorRect scissorRect = { .x = NSUInteger(clip_rect.x),
|
||||
.y = NSUInteger(clip_rect.y),
|
||||
.width = NSUInteger(clip_rect.z - clip_rect.x),
|
||||
.height = NSUInteger(clip_rect.w - clip_rect.y) };
|
||||
[commandEncoder setScissorRect:scissorRect];
|
||||
|
||||
|
||||
// Bind texture, Draw
|
||||
if (pcmd->TextureId != NULL)
|
||||
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
|
||||
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
|
||||
indexCount:pcmd->ElemCount
|
||||
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
|
||||
indexBuffer:indexBuffer.buffer
|
||||
indexBufferOffset:indexBufferOffset + idx_buffer_offset];
|
||||
}
|
||||
}
|
||||
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
|
||||
}
|
||||
|
||||
vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||
indexBufferOffset += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
|
||||
}
|
||||
|
||||
__weak id weakSelf = self;
|
||||
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
|
||||
{
|
||||
dispatch_async(dispatch_get_main_queue(), ^{
|
||||
[weakSelf enqueueReusableBuffer:vertexBuffer];
|
||||
[weakSelf enqueueReusableBuffer:indexBuffer];
|
||||
});
|
||||
}];
|
||||
}
|
||||
|
||||
@end
|
||||
215
ref/imgui/examples/imgui_impl_opengl2.cpp
Normal file
215
ref/imgui/examples/imgui_impl_opengl2.cpp
Normal file
@@ -0,0 +1,215 @@
|
||||
// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in imgui_impl_opengl3.cpp**
|
||||
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
|
||||
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
|
||||
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
|
||||
// confuse your GPU driver.
|
||||
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
|
||||
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2017-09-01: OpenGL: Save and restore current polygon mode.
|
||||
// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
|
||||
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
|
||||
|
||||
#include "stdafx.h"
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
|
||||
#include <stddef.h> // intptr_t
|
||||
#else
|
||||
#include <stdint.h> // intptr_t
|
||||
#endif
|
||||
|
||||
// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
|
||||
#if defined(_WIN32) && !defined(APIENTRY)
|
||||
#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
|
||||
#endif
|
||||
#if defined(_WIN32) && !defined(WINGDIAPI)
|
||||
#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
|
||||
#endif
|
||||
#if defined(__APPLE__)
|
||||
#include <OpenGL/gl.h>
|
||||
#else
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
|
||||
// OpenGL Data
|
||||
static GLuint g_FontTexture = 0;
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL2_Init()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_Shutdown()
|
||||
{
|
||||
ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// OpenGL2 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)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
if (fb_width == 0 || fb_height == 0)
|
||||
return;
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
// Render command lists
|
||||
ImVec2 pos = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
|
||||
|
||||
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
|
||||
{
|
||||
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
|
||||
}
|
||||
}
|
||||
idx_buffer += pcmd->ElemCount;
|
||||
}
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glPopAttrib();
|
||||
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL2_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
GLint last_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGenTextures(1, &g_FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_DestroyFontsTexture()
|
||||
{
|
||||
if (g_FontTexture)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
glDeleteTextures(1, &g_FontTexture);
|
||||
io.Fonts->TexID = 0;
|
||||
g_FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL2_CreateDeviceObjects()
|
||||
{
|
||||
return ImGui_ImplOpenGL2_CreateFontsTexture();
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplOpenGL2_DestroyFontsTexture();
|
||||
}
|
||||
28
ref/imgui/examples/imgui_impl_opengl2.h
Normal file
28
ref/imgui/examples/imgui_impl_opengl2.h
Normal file
@@ -0,0 +1,28 @@
|
||||
// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in imgui_impl_opengl3.cpp**
|
||||
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
|
||||
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
|
||||
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
|
||||
// confuse your GPU driver.
|
||||
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
541
ref/imgui/examples/imgui_impl_opengl3.cpp
Normal file
541
ref/imgui/examples/imgui_impl_opengl3.cpp
Normal file
@@ -0,0 +1,541 @@
|
||||
// ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
|
||||
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
|
||||
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
|
||||
// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
|
||||
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
|
||||
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
|
||||
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
|
||||
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
|
||||
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
|
||||
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
|
||||
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
|
||||
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
|
||||
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
|
||||
|
||||
//----------------------------------------
|
||||
// OpenGL GLSL GLSL
|
||||
// version version string
|
||||
//----------------------------------------
|
||||
// 2.0 110 "#version 110"
|
||||
// 2.1 120
|
||||
// 3.0 130
|
||||
// 3.1 140
|
||||
// 3.2 150 "#version 150"
|
||||
// 3.3 330
|
||||
// 4.0 400
|
||||
// 4.1 410 "#version 410 core"
|
||||
// 4.2 420
|
||||
// 4.3 430
|
||||
// ES 2.0 100 "#version 100"
|
||||
// ES 3.0 300 "#version 300 es"
|
||||
//----------------------------------------
|
||||
|
||||
#include "stdafx.h"
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
|
||||
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#endif
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
|
||||
#include <stddef.h> // intptr_t
|
||||
#else
|
||||
#include <stdint.h> // intptr_t
|
||||
#endif
|
||||
#if defined(__APPLE__)
|
||||
#include "TargetConditionals.h"
|
||||
#endif
|
||||
|
||||
// iOS, Android and Emscripten can use GL ES 3
|
||||
// Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
|
||||
#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
|
||||
#define USE_GL_ES3
|
||||
#endif
|
||||
|
||||
#ifdef USE_GL_ES3
|
||||
// OpenGL ES 3
|
||||
#include <GLES3/gl3.h> // Use GL ES 3
|
||||
#else
|
||||
// Regular OpenGL
|
||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
#include <GL/gl3w.h>
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
#include <GL/glew.h>
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
#include <glad/glad.h>
|
||||
#else
|
||||
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// OpenGL Data
|
||||
static char g_GlslVersionString[32] = "";
|
||||
static GLuint g_FontTexture = 0;
|
||||
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
|
||||
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
|
||||
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
|
||||
#ifdef USE_GL_ES3
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 300 es";
|
||||
#else
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 130";
|
||||
#endif
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
|
||||
strcpy(g_GlslVersionString, glsl_version);
|
||||
strcat(g_GlslVersionString, "\n");
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// OpenGL3 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)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0)
|
||||
return;
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Backup GL state
|
||||
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
|
||||
#endif
|
||||
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
#ifdef GL_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
#endif
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
|
||||
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
|
||||
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
|
||||
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
|
||||
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
|
||||
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
|
||||
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
||||
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
||||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
#ifdef GL_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
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;
|
||||
const float ortho_projection[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, -1.0f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
|
||||
};
|
||||
glUseProgram(g_ShaderHandle);
|
||||
glUniform1i(g_AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
||||
#endif
|
||||
// Recreate the VAO every time
|
||||
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
|
||||
GLuint vao_handle = 0;
|
||||
glGenVertexArrays(1, &vao_handle);
|
||||
glBindVertexArray(vao_handle);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glEnableVertexAttribArray(g_AttribLocationPosition);
|
||||
glEnableVertexAttribArray(g_AttribLocationUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationColor);
|
||||
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
|
||||
// Draw
|
||||
ImVec2 pos = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawIdx* idx_buffer_offset = 0;
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
|
||||
|
||||
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
|
||||
{
|
||||
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
||||
}
|
||||
}
|
||||
idx_buffer_offset += pcmd->ElemCount;
|
||||
}
|
||||
}
|
||||
glDeleteVertexArrays(1, &vao_handle);
|
||||
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, last_sampler);
|
||||
#endif
|
||||
glActiveTexture(last_active_texture);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
||||
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
||||
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
||||
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
||||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||
#ifdef GL_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
||||
#endif
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
GLint last_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGenTextures(1, &g_FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyFontsTexture()
|
||||
{
|
||||
if (g_FontTexture)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
glDeleteTextures(1, &g_FontTexture);
|
||||
io.Fonts->TexID = 0;
|
||||
g_FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// If you get an error please report on github. You may try different GL context version or GLSL version.
|
||||
static bool CheckShader(GLuint handle, const char* desc)
|
||||
{
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if (status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
|
||||
if (log_length > 0)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return status == GL_TRUE;
|
||||
}
|
||||
|
||||
// If you get an error please report on github. You may try different GL context version or GLSL version.
|
||||
static bool CheckProgram(GLuint handle, const char* desc)
|
||||
{
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetProgramiv(handle, GL_LINK_STATUS, &status);
|
||||
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if (status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc);
|
||||
if (log_length > 0)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return status == GL_TRUE;
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
{
|
||||
// Backup GL state
|
||||
GLint last_texture, last_array_buffer, last_vertex_array;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
|
||||
// Parse GLSL version string
|
||||
int glsl_version = 130;
|
||||
sscanf(g_GlslVersionString, "#version %d", &glsl_version);
|
||||
|
||||
const GLchar* vertex_shader_glsl_120 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"attribute vec2 Position;\n"
|
||||
"attribute vec2 UV;\n"
|
||||
"attribute vec4 Color;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_130 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"in vec2 Position;\n"
|
||||
"in vec2 UV;\n"
|
||||
"in vec4 Color;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_300_es =
|
||||
"precision mediump float;\n"
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_410_core =
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_120 =
|
||||
"#ifdef GL_ES\n"
|
||||
" precision mediump float;\n"
|
||||
"#endif\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_130 =
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_300_es =
|
||||
"precision mediump float;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_410_core =
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
// Select shaders matching our GLSL versions
|
||||
const GLchar* vertex_shader = NULL;
|
||||
const GLchar* fragment_shader = NULL;
|
||||
if (glsl_version < 130)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_120;
|
||||
fragment_shader = fragment_shader_glsl_120;
|
||||
}
|
||||
else if (glsl_version == 410)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_410_core;
|
||||
fragment_shader = fragment_shader_glsl_410_core;
|
||||
}
|
||||
else if (glsl_version == 300)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_300_es;
|
||||
fragment_shader = fragment_shader_glsl_300_es;
|
||||
}
|
||||
else
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_130;
|
||||
fragment_shader = fragment_shader_glsl_130;
|
||||
}
|
||||
|
||||
// Create shaders
|
||||
const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
|
||||
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
|
||||
glCompileShader(g_VertHandle);
|
||||
CheckShader(g_VertHandle, "vertex shader");
|
||||
|
||||
const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
|
||||
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
|
||||
glCompileShader(g_FragHandle);
|
||||
CheckShader(g_FragHandle, "fragment shader");
|
||||
|
||||
g_ShaderHandle = glCreateProgram();
|
||||
glAttachShader(g_ShaderHandle, g_VertHandle);
|
||||
glAttachShader(g_ShaderHandle, g_FragHandle);
|
||||
glLinkProgram(g_ShaderHandle);
|
||||
CheckProgram(g_ShaderHandle, "shader program");
|
||||
|
||||
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
||||
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
||||
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
|
||||
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
||||
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
||||
|
||||
// Create buffers
|
||||
glGenBuffers(1, &g_VboHandle);
|
||||
glGenBuffers(1, &g_ElementsHandle);
|
||||
|
||||
ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
{
|
||||
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
|
||||
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
|
||||
g_VboHandle = g_ElementsHandle = 0;
|
||||
|
||||
if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
|
||||
if (g_VertHandle) glDeleteShader(g_VertHandle);
|
||||
g_VertHandle = 0;
|
||||
|
||||
if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
|
||||
if (g_FragHandle) glDeleteShader(g_FragHandle);
|
||||
g_FragHandle = 0;
|
||||
|
||||
if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
|
||||
g_ShaderHandle = 0;
|
||||
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
}
|
||||
39
ref/imgui/examples/imgui_impl_opengl3.h
Normal file
39
ref/imgui/examples/imgui_impl_opengl3.h
Normal file
@@ -0,0 +1,39 @@
|
||||
// ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// About OpenGL function loaders:
|
||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
|
||||
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
|
||||
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
|
||||
|
||||
// Set default OpenGL loader to be gl3w
|
||||
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#endif
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
15
ref/imgui/examples/imgui_impl_osx.h
Normal file
15
ref/imgui/examples/imgui_impl_osx.h
Normal file
@@ -0,0 +1,15 @@
|
||||
// ImGui Platform Binding for: OSX / Cocoa
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
|
||||
// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.
|
||||
|
||||
// Issues:
|
||||
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
|
||||
// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427)
|
||||
|
||||
@class NSEvent;
|
||||
@class NSView;
|
||||
|
||||
IMGUI_API bool ImGui_ImplOSX_Init();
|
||||
IMGUI_API void ImGui_ImplOSX_Shutdown();
|
||||
IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nonnull view);
|
||||
IMGUI_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view);
|
||||
238
ref/imgui/examples/imgui_impl_osx.mm
Normal file
238
ref/imgui/examples/imgui_impl_osx.mm
Normal file
@@ -0,0 +1,238 @@
|
||||
// ImGui Platform Binding for: OSX / Cocoa
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
|
||||
// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.
|
||||
|
||||
// Issues:
|
||||
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
|
||||
// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427)
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_osx.h"
|
||||
#import <Cocoa/Cocoa.h>
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-07-07: Initial version.
|
||||
|
||||
// Data
|
||||
static CFAbsoluteTime g_Time = 0.0;
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOSX_Init()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
const int offset_for_function_keys = 256 - 0xF700;
|
||||
io.KeyMap[ImGuiKey_Tab] = '\t';
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = NSRightArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = NSUpArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = NSDownArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_PageUp] = NSPageUpFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_PageDown] = NSPageDownFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Home] = NSHomeFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_End] = NSEndFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Insert] = NSInsertFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Delete] = NSDeleteFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Backspace] = 127;
|
||||
io.KeyMap[ImGuiKey_Space] = 32;
|
||||
io.KeyMap[ImGuiKey_Enter] = 13;
|
||||
io.KeyMap[ImGuiKey_Escape] = 27;
|
||||
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.SetClipboardTextFn = [](void*, const char* str) -> void
|
||||
{
|
||||
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
|
||||
[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
|
||||
[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
|
||||
};
|
||||
|
||||
io.GetClipboardTextFn = [](void*) -> const char*
|
||||
{
|
||||
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
|
||||
NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
|
||||
if (![available isEqualToString:NSPasteboardTypeString])
|
||||
return NULL;
|
||||
|
||||
NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
|
||||
if (string == nil)
|
||||
return NULL;
|
||||
|
||||
const char* string_c = (const char*)[string UTF8String];
|
||||
size_t string_len = strlen(string_c);
|
||||
static ImVector<char> s_clipboard;
|
||||
s_clipboard.resize((int)string_len + 1);
|
||||
strcpy(s_clipboard.Data, string_c);
|
||||
return s_clipboard.Data;
|
||||
};
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOSX_Shutdown()
|
||||
{
|
||||
}
|
||||
|
||||
void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
{
|
||||
// Setup display size
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
const float dpi = [view.window backingScaleFactor];
|
||||
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
|
||||
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
|
||||
|
||||
// Setup time step
|
||||
if (g_Time == 0.0)
|
||||
g_Time = CFAbsoluteTimeGetCurrent();
|
||||
CFAbsoluteTime current_time = CFAbsoluteTimeGetCurrent();
|
||||
io.DeltaTime = current_time - g_Time;
|
||||
g_Time = current_time;
|
||||
}
|
||||
|
||||
static int mapCharacterToKey(int c)
|
||||
{
|
||||
if (c >= 'a' && c <= 'z')
|
||||
return c - 'a' + 'A';
|
||||
if (c == 25) // SHIFT+TAB -> TAB
|
||||
return 9;
|
||||
if (c >= 0 && c < 256)
|
||||
return c;
|
||||
if (c >= 0xF700 && c < 0xF700 + 256)
|
||||
return c - 0xF700 + 256;
|
||||
return -1;
|
||||
}
|
||||
|
||||
static void resetKeys()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++)
|
||||
io.KeysDown[n] = false;
|
||||
}
|
||||
|
||||
bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
|
||||
{
|
||||
int button = (int)[event buttonNumber];
|
||||
if (button >= 0 && button < IM_ARRAYSIZE(io.MouseDown))
|
||||
io.MouseDown[button] = true;
|
||||
return io.WantCaptureMouse;
|
||||
}
|
||||
|
||||
if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp)
|
||||
{
|
||||
int button = (int)[event buttonNumber];
|
||||
if (button >= 0 && button < IM_ARRAYSIZE(io.MouseDown))
|
||||
io.MouseDown[button] = false;
|
||||
return io.WantCaptureMouse;
|
||||
}
|
||||
|
||||
if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged)
|
||||
{
|
||||
NSPoint mousePoint = event.locationInWindow;
|
||||
mousePoint = [view convertPoint:mousePoint fromView:nil];
|
||||
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
|
||||
io.MousePos = ImVec2(mousePoint.x, mousePoint.y);
|
||||
}
|
||||
|
||||
if (event.type == NSEventTypeScrollWheel)
|
||||
{
|
||||
double wheel_dx = 0.0;
|
||||
double wheel_dy = 0.0;
|
||||
|
||||
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
|
||||
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
|
||||
{
|
||||
wheel_dx = [event scrollingDeltaX];
|
||||
wheel_dy = [event scrollingDeltaY];
|
||||
if ([event hasPreciseScrollingDeltas])
|
||||
{
|
||||
wheel_dx *= 0.1;
|
||||
wheel_dy *= 0.1;
|
||||
}
|
||||
}
|
||||
else
|
||||
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
|
||||
{
|
||||
wheel_dx = [event deltaX];
|
||||
wheel_dy = [event deltaY];
|
||||
}
|
||||
|
||||
if (fabs(wheel_dx) > 0.0)
|
||||
io.MouseWheelH += wheel_dx * 0.1f;
|
||||
if (fabs(wheel_dy) > 0.0)
|
||||
io.MouseWheel += wheel_dy * 0.1f;
|
||||
return io.WantCaptureMouse;
|
||||
}
|
||||
|
||||
// FIXME: All the key handling is wrong and broken. Refer to GLFW's cocoa_init.mm and cocoa_window.mm.
|
||||
if (event.type == NSEventTypeKeyDown)
|
||||
{
|
||||
NSString* str = [event characters];
|
||||
int len = (int)[str length];
|
||||
for (int i = 0; i < len; i++)
|
||||
{
|
||||
int c = [str characterAtIndex:i];
|
||||
if (c < 0xF700 && !io.KeyCtrl)
|
||||
io.AddInputCharacter(c);
|
||||
|
||||
// We must reset in case we're pressing a sequence of special keys while keeping the command pressed
|
||||
int key = mapCharacterToKey(c);
|
||||
if (key != -1 && key < 256 && !io.KeyCtrl)
|
||||
resetKeys();
|
||||
if (key != -1)
|
||||
io.KeysDown[key] = true;
|
||||
}
|
||||
return io.WantCaptureKeyboard;
|
||||
}
|
||||
|
||||
if (event.type == NSEventTypeKeyUp)
|
||||
{
|
||||
NSString* str = [event characters];
|
||||
int len = (int)[str length];
|
||||
for (int i = 0; i < len; i++)
|
||||
{
|
||||
int c = [str characterAtIndex:i];
|
||||
int key = mapCharacterToKey(c);
|
||||
if (key != -1)
|
||||
io.KeysDown[key] = false;
|
||||
}
|
||||
return io.WantCaptureKeyboard;
|
||||
}
|
||||
|
||||
if (event.type == NSEventTypeFlagsChanged)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned int flags = [event modifierFlags] & NSEventModifierFlagDeviceIndependentFlagsMask;
|
||||
|
||||
bool oldKeyCtrl = io.KeyCtrl;
|
||||
bool oldKeyShift = io.KeyShift;
|
||||
bool oldKeyAlt = io.KeyAlt;
|
||||
bool oldKeySuper = io.KeySuper;
|
||||
io.KeyCtrl = flags & NSEventModifierFlagControl;
|
||||
io.KeyShift = flags & NSEventModifierFlagShift;
|
||||
io.KeyAlt = flags & NSEventModifierFlagOption;
|
||||
io.KeySuper = flags & NSEventModifierFlagCommand;
|
||||
|
||||
// We must reset them as we will not receive any keyUp event if they where pressed with a modifier
|
||||
if ((oldKeyShift && !io.KeyShift) || (oldKeyCtrl && !io.KeyCtrl) || (oldKeyAlt && !io.KeyAlt) || (oldKeySuper && !io.KeySuper))
|
||||
resetKeys();
|
||||
return io.WantCaptureKeyboard;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
283
ref/imgui/examples/imgui_impl_sdl.cpp
Normal file
283
ref/imgui/examples/imgui_impl_sdl.cpp
Normal file
@@ -0,0 +1,283 @@
|
||||
// ImGui Platform Binding for: SDL2
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
|
||||
// Missing features:
|
||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
|
||||
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
|
||||
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
|
||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
|
||||
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
|
||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
|
||||
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
||||
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
||||
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
|
||||
// SDL
|
||||
// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
|
||||
#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
|
||||
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
||||
#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
|
||||
#if !SDL_HAS_VULKAN
|
||||
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
|
||||
#endif
|
||||
|
||||
// Data
|
||||
static SDL_Window* g_Window = NULL;
|
||||
static Uint64 g_Time = 0;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
||||
static char* g_ClipboardTextData = NULL;
|
||||
|
||||
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
||||
{
|
||||
if (g_ClipboardTextData)
|
||||
SDL_free(g_ClipboardTextData);
|
||||
g_ClipboardTextData = SDL_GetClipboardText();
|
||||
return g_ClipboardTextData;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
|
||||
{
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
// 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.
|
||||
bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_MOUSEWHEEL:
|
||||
{
|
||||
if (event->wheel.x > 0) io.MouseWheelH += 1;
|
||||
if (event->wheel.x < 0) io.MouseWheelH -= 1;
|
||||
if (event->wheel.y > 0) io.MouseWheel += 1;
|
||||
if (event->wheel.y < 0) io.MouseWheel -= 1;
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
{
|
||||
if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
|
||||
if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
|
||||
return true;
|
||||
}
|
||||
case SDL_TEXTINPUT:
|
||||
{
|
||||
io.AddInputCharactersUTF8(event->text.text);
|
||||
return true;
|
||||
}
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
int key = event->key.keysym.scancode;
|
||||
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
|
||||
io.KeysDown[key] = (event->type == SDL_KEYDOWN);
|
||||
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
|
||||
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
|
||||
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
|
||||
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplSDL2_Init(SDL_Window* window)
|
||||
{
|
||||
g_Window = window;
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
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)
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
|
||||
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
|
||||
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
|
||||
io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
|
||||
io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
|
||||
io.ClipboardUserData = NULL;
|
||||
|
||||
g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
||||
g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
||||
|
||||
#ifdef _WIN32
|
||||
SDL_SysWMinfo wmInfo;
|
||||
SDL_VERSION(&wmInfo.version);
|
||||
SDL_GetWindowWMInfo(window, &wmInfo);
|
||||
io.ImeWindowHandle = wmInfo.info.win.window;
|
||||
#else
|
||||
(void)window;
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
(void)sdl_gl_context; // Viewport branch will need this.
|
||||
return ImGui_ImplSDL2_Init(window);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||
{
|
||||
#if !SDL_HAS_VULKAN
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_Shutdown()
|
||||
{
|
||||
g_Window = NULL;
|
||||
|
||||
// Destroy last known clipboard data
|
||||
if (g_ClipboardTextData)
|
||||
SDL_free(g_ClipboardTextData);
|
||||
g_ClipboardTextData = NULL;
|
||||
|
||||
// Destroy SDL mouse cursors
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_FreeCursor(g_MouseCursors[cursor_n]);
|
||||
memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
|
||||
else
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
|
||||
int mx, my;
|
||||
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
|
||||
io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
||||
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
||||
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
|
||||
|
||||
#if SDL_HAS_CAPTURE_MOUSE && !defined(__EMSCRIPTEN__)
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
if (g_Window == focused_window)
|
||||
{
|
||||
// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
|
||||
// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
|
||||
int wx, wy;
|
||||
SDL_GetWindowPosition(focused_window, &wx, &wy);
|
||||
SDL_GetGlobalMouseState(&mx, &my);
|
||||
mx -= wx;
|
||||
my -= wy;
|
||||
io.MousePos = ImVec2((float)mx, (float)my);
|
||||
}
|
||||
|
||||
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
|
||||
// The function is only supported from SDL 2.0.4 (released Jan 2016)
|
||||
bool any_mouse_button_down = ImGui::IsAnyMouseDown();
|
||||
SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
|
||||
#else
|
||||
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
|
||||
io.MousePos = ImVec2((float)mx, (float)my);
|
||||
#endif
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return;
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
SDL_ShowCursor(SDL_FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
SDL_ShowCursor(SDL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
Uint64 current_time = SDL_GetPerformanceCounter();
|
||||
io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
ImGui_ImplSDL2_UpdateMousePosAndButtons();
|
||||
ImGui_ImplSDL2_UpdateMouseCursor();
|
||||
}
|
||||
23
ref/imgui/examples/imgui_impl_sdl.h
Normal file
23
ref/imgui/examples/imgui_impl_sdl.h
Normal file
@@ -0,0 +1,23 @@
|
||||
// ImGui Platform Binding for: SDL2
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
|
||||
// Missing features:
|
||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct SDL_Window;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event);
|
||||
1066
ref/imgui/examples/imgui_impl_vulkan.cpp
Normal file
1066
ref/imgui/examples/imgui_impl_vulkan.cpp
Normal file
File diff suppressed because it is too large
Load Diff
103
ref/imgui/examples/imgui_impl_vulkan.h
Normal file
103
ref/imgui/examples/imgui_impl_vulkan.h
Normal file
@@ -0,0 +1,103 @@
|
||||
// ImGui Renderer for: Vulkan
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Missing features:
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
#include <vulkan/vulkan.h>
|
||||
|
||||
#define IMGUI_VK_QUEUED_FRAMES 2
|
||||
|
||||
// Please zero-clear before use.
|
||||
struct ImGui_ImplVulkan_InitInfo
|
||||
{
|
||||
VkInstance Instance;
|
||||
VkPhysicalDevice PhysicalDevice;
|
||||
VkDevice Device;
|
||||
uint32_t QueueFamily;
|
||||
VkQueue Queue;
|
||||
VkPipelineCache PipelineCache;
|
||||
VkDescriptorPool DescriptorPool;
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
};
|
||||
|
||||
// Called by user code
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||||
|
||||
// Called by ImGui_ImplVulkan_Init() might be useful elsewhere.
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Internal / Miscellaneous Vulkan Helpers
|
||||
//-------------------------------------------------------------------------
|
||||
// You probably do NOT need to use or care about those functions.
|
||||
// Those functions only exist because:
|
||||
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
|
||||
// 2) the upcoming multi-viewport feature will need them internally.
|
||||
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
|
||||
// but it is too much code to duplicate everywhere so we exceptionally expose them.
|
||||
// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
|
||||
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
|
||||
// (those functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
struct ImGui_ImplVulkanH_FrameData;
|
||||
struct ImGui_ImplVulkanH_WindowData;
|
||||
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
|
||||
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
|
||||
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
||||
|
||||
// Helper structure to hold the data needed by one rendering frame
|
||||
struct ImGui_ImplVulkanH_FrameData
|
||||
{
|
||||
uint32_t BackbufferIndex; // Keep track of recently rendered swapchain frame indices
|
||||
VkCommandPool CommandPool;
|
||||
VkCommandBuffer CommandBuffer;
|
||||
VkFence Fence;
|
||||
VkSemaphore ImageAcquiredSemaphore;
|
||||
VkSemaphore RenderCompleteSemaphore;
|
||||
|
||||
IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData();
|
||||
};
|
||||
|
||||
// Helper structure to hold the data needed by one rendering context into one OS window
|
||||
struct ImGui_ImplVulkanH_WindowData
|
||||
{
|
||||
int Width;
|
||||
int Height;
|
||||
VkSwapchainKHR Swapchain;
|
||||
VkSurfaceKHR Surface;
|
||||
VkSurfaceFormatKHR SurfaceFormat;
|
||||
VkPresentModeKHR PresentMode;
|
||||
VkRenderPass RenderPass;
|
||||
bool ClearEnable;
|
||||
VkClearValue ClearValue;
|
||||
uint32_t BackBufferCount;
|
||||
VkImage BackBuffer[16];
|
||||
VkImageView BackBufferView[16];
|
||||
VkFramebuffer Framebuffer[16];
|
||||
uint32_t FrameIndex;
|
||||
ImGui_ImplVulkanH_FrameData Frames[IMGUI_VK_QUEUED_FRAMES];
|
||||
|
||||
IMGUI_IMPL_API ImGui_ImplVulkanH_WindowData();
|
||||
};
|
||||
|
||||
246
ref/imgui/examples/imgui_impl_win32.cpp
Normal file
246
ref/imgui/examples/imgui_impl_win32.cpp
Normal file
@@ -0,0 +1,246 @@
|
||||
// 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..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <tchar.h>
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||
// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
|
||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||
// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
|
||||
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
|
||||
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
|
||||
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
|
||||
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
|
||||
|
||||
// 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.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 (::GetActiveWindow() == g_hWnd && ::GetCursorPos(&pos))
|
||||
if (::ScreenToClient(g_hWnd, &pos))
|
||||
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_NewFrame()
|
||||
{
|
||||
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.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
|
||||
|
||||
// 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:
|
||||
{
|
||||
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 (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
|
||||
::SetCapture(hwnd);
|
||||
io.MouseDown[button] = true;
|
||||
return 0;
|
||||
}
|
||||
case WM_LBUTTONUP:
|
||||
case WM_RBUTTONUP:
|
||||
case WM_MBUTTONUP:
|
||||
{
|
||||
int button = 0;
|
||||
if (msg == WM_LBUTTONUP) button = 0;
|
||||
if (msg == WM_RBUTTONUP) button = 1;
|
||||
if (msg == WM_MBUTTONUP) button = 2;
|
||||
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;
|
||||
}
|
||||
|
||||
18
ref/imgui/examples/imgui_impl_win32.h
Normal file
18
ref/imgui/examples/imgui_impl_win32.h
Normal file
@@ -0,0 +1,18 @@
|
||||
// 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..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
|
||||
|
||||
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 the extern declaration in your code.
|
||||
/*
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
*/
|
||||
1344
ref/imgui/examples/libs/gl3w/GL/gl3w.c
Normal file
1344
ref/imgui/examples/libs/gl3w/GL/gl3w.c
Normal file
File diff suppressed because it is too large
Load Diff
1234
ref/imgui/examples/libs/gl3w/GL/gl3w.h
Normal file
1234
ref/imgui/examples/libs/gl3w/GL/gl3w.h
Normal file
File diff suppressed because it is too large
Load Diff
4533
ref/imgui/examples/libs/gl3w/GL/glcorearb.h
Normal file
4533
ref/imgui/examples/libs/gl3w/GL/glcorearb.h
Normal file
File diff suppressed because it is too large
Load Diff
22
ref/imgui/examples/libs/glfw/COPYING.txt
Normal file
22
ref/imgui/examples/libs/glfw/COPYING.txt
Normal file
@@ -0,0 +1,22 @@
|
||||
Copyright (c) 2002-2006 Marcus Geelnard
|
||||
Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would
|
||||
be appreciated but is not required.
|
||||
|
||||
2. Altered source versions must be plainly marked as such, and must not
|
||||
be misrepresented as being the original software.
|
||||
|
||||
3. This notice may not be removed or altered from any source
|
||||
distribution.
|
||||
|
||||
4227
ref/imgui/examples/libs/glfw/include/GLFW/glfw3.h
Normal file
4227
ref/imgui/examples/libs/glfw/include/GLFW/glfw3.h
Normal file
File diff suppressed because it is too large
Load Diff
456
ref/imgui/examples/libs/glfw/include/GLFW/glfw3native.h
Normal file
456
ref/imgui/examples/libs/glfw/include/GLFW/glfw3native.h
Normal file
@@ -0,0 +1,456 @@
|
||||
/*************************************************************************
|
||||
* GLFW 3.2 - www.glfw.org
|
||||
* A library for OpenGL, window and input
|
||||
*------------------------------------------------------------------------
|
||||
* Copyright (c) 2002-2006 Marcus Geelnard
|
||||
* Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would
|
||||
* be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not
|
||||
* be misrepresented as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source
|
||||
* distribution.
|
||||
*
|
||||
*************************************************************************/
|
||||
|
||||
#ifndef _glfw3_native_h_
|
||||
#define _glfw3_native_h_
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* Doxygen documentation
|
||||
*************************************************************************/
|
||||
|
||||
/*! @file glfw3native.h
|
||||
* @brief The header of the native access functions.
|
||||
*
|
||||
* This is the header file of the native access functions. See @ref native for
|
||||
* more information.
|
||||
*/
|
||||
/*! @defgroup native Native access
|
||||
*
|
||||
* **By using the native access functions you assert that you know what you're
|
||||
* doing and how to fix problems caused by using them. If you don't, you
|
||||
* shouldn't be using them.**
|
||||
*
|
||||
* Before the inclusion of @ref glfw3native.h, you may define exactly one
|
||||
* window system API macro and zero or more context creation API macros.
|
||||
*
|
||||
* The chosen backends must match those the library was compiled for. Failure
|
||||
* to do this will cause a link-time error.
|
||||
*
|
||||
* The available window API macros are:
|
||||
* * `GLFW_EXPOSE_NATIVE_WIN32`
|
||||
* * `GLFW_EXPOSE_NATIVE_COCOA`
|
||||
* * `GLFW_EXPOSE_NATIVE_X11`
|
||||
* * `GLFW_EXPOSE_NATIVE_WAYLAND`
|
||||
* * `GLFW_EXPOSE_NATIVE_MIR`
|
||||
*
|
||||
* The available context API macros are:
|
||||
* * `GLFW_EXPOSE_NATIVE_WGL`
|
||||
* * `GLFW_EXPOSE_NATIVE_NSGL`
|
||||
* * `GLFW_EXPOSE_NATIVE_GLX`
|
||||
* * `GLFW_EXPOSE_NATIVE_EGL`
|
||||
*
|
||||
* These macros select which of the native access functions that are declared
|
||||
* and which platform-specific headers to include. It is then up your (by
|
||||
* definition platform-specific) code to handle which of these should be
|
||||
* defined.
|
||||
*/
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* System headers and types
|
||||
*************************************************************************/
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
|
||||
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
|
||||
// example to allow applications to correctly declare a GL_ARB_debug_output
|
||||
// callback) but windows.h assumes no one will define APIENTRY before it does
|
||||
#undef APIENTRY
|
||||
#include <windows.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
|
||||
#include <ApplicationServices/ApplicationServices.h>
|
||||
#if defined(__OBJC__)
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#else
|
||||
typedef void* id;
|
||||
#endif
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_X11)
|
||||
#include <X11/Xlib.h>
|
||||
#include <X11/extensions/Xrandr.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
|
||||
#include <wayland-client.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_MIR)
|
||||
#include <mir_toolkit/mir_client_library.h>
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WGL)
|
||||
/* WGL is declared by windows.h */
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
|
||||
/* NSGL is declared by Cocoa.h */
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_GLX)
|
||||
#include <GL/glx.h>
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_EGL)
|
||||
#include <EGL/egl.h>
|
||||
#endif
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* Functions
|
||||
*************************************************************************/
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
|
||||
/*! @brief Returns the adapter device name of the specified monitor.
|
||||
*
|
||||
* @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
|
||||
* of the specified monitor, or `NULL` if an [error](@ref error_handling)
|
||||
* occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the display device name of the specified monitor.
|
||||
*
|
||||
* @return The UTF-8 encoded display device name (for example
|
||||
* `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `HWND` of the specified window.
|
||||
*
|
||||
* @return The `HWND` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WGL)
|
||||
/*! @brief Returns the `HGLRC` of the specified window.
|
||||
*
|
||||
* @return The `HGLRC` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
|
||||
/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
|
||||
*
|
||||
* @return The `CGDirectDisplayID` of the specified monitor, or
|
||||
* `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `NSWindow` of the specified window.
|
||||
*
|
||||
* @return The `NSWindow` of the specified window, or `nil` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
|
||||
/*! @brief Returns the `NSOpenGLContext` of the specified window.
|
||||
*
|
||||
* @return The `NSOpenGLContext` of the specified window, or `nil` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_X11)
|
||||
/*! @brief Returns the `Display` used by GLFW.
|
||||
*
|
||||
* @return The `Display` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI Display* glfwGetX11Display(void);
|
||||
|
||||
/*! @brief Returns the `RRCrtc` of the specified monitor.
|
||||
*
|
||||
* @return The `RRCrtc` of the specified monitor, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `RROutput` of the specified monitor.
|
||||
*
|
||||
* @return The `RROutput` of the specified monitor, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `Window` of the specified window.
|
||||
*
|
||||
* @return The `Window` of the specified window, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_GLX)
|
||||
/*! @brief Returns the `GLXContext` of the specified window.
|
||||
*
|
||||
* @return The `GLXContext` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
|
||||
|
||||
/*! @brief Returns the `GLXWindow` of the specified window.
|
||||
*
|
||||
* @return The `GLXWindow` of the specified window, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
|
||||
/*! @brief Returns the `struct wl_display*` used by GLFW.
|
||||
*
|
||||
* @return The `struct wl_display*` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
|
||||
|
||||
/*! @brief Returns the `struct wl_output*` of the specified monitor.
|
||||
*
|
||||
* @return The `struct wl_output*` of the specified monitor, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the main `struct wl_surface*` of the specified window.
|
||||
*
|
||||
* @return The main `struct wl_surface*` of the specified window, or `NULL` if
|
||||
* an [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_MIR)
|
||||
/*! @brief Returns the `MirConnection*` used by GLFW.
|
||||
*
|
||||
* @return The `MirConnection*` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI MirConnection* glfwGetMirDisplay(void);
|
||||
|
||||
/*! @brief Returns the Mir output ID of the specified monitor.
|
||||
*
|
||||
* @return The Mir output ID of the specified monitor, or zero if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `MirSurface*` of the specified window.
|
||||
*
|
||||
* @return The `MirSurface*` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_EGL)
|
||||
/*! @brief Returns the `EGLDisplay` used by GLFW.
|
||||
*
|
||||
* @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
|
||||
|
||||
/*! @brief Returns the `EGLContext` of the specified window.
|
||||
*
|
||||
* @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
|
||||
|
||||
/*! @brief Returns the `EGLSurface` of the specified window.
|
||||
*
|
||||
* @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif /* _glfw3_native_h_ */
|
||||
|
||||
BIN
ref/imgui/examples/libs/glfw/lib-vc2010-32/glfw3.lib
Normal file
BIN
ref/imgui/examples/libs/glfw/lib-vc2010-32/glfw3.lib
Normal file
Binary file not shown.
BIN
ref/imgui/examples/libs/glfw/lib-vc2010-64/glfw3.lib
Normal file
BIN
ref/imgui/examples/libs/glfw/lib-vc2010-64/glfw3.lib
Normal file
Binary file not shown.
8
ref/imgui/examples/libs/usynergy/README.txt
Normal file
8
ref/imgui/examples/libs/usynergy/README.txt
Normal file
@@ -0,0 +1,8 @@
|
||||
|
||||
uSynergy client -- Implementation for the embedded Synergy client library
|
||||
version 1.0.0, July 7th, 2012
|
||||
Copyright (c) 2012 Alex Evans
|
||||
|
||||
This is a copy of the files once found at:
|
||||
https://github.com/symless/synergy-core/tree/790d108a56ada9caad8e56ff777d444485a69da9/src/micro
|
||||
|
||||
636
ref/imgui/examples/libs/usynergy/uSynergy.c
Normal file
636
ref/imgui/examples/libs/usynergy/uSynergy.c
Normal file
@@ -0,0 +1,636 @@
|
||||
/*
|
||||
uSynergy client -- Implementation for the embedded Synergy client library
|
||||
version 1.0.0, July 7th, 2012
|
||||
|
||||
Copyright (c) 2012 Alex Evans
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
|
||||
3. This notice may not be removed or altered from any source
|
||||
distribution.
|
||||
*/
|
||||
#include "uSynergy.h"
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------------------
|
||||
// Internal helpers
|
||||
//---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Read 16 bit integer in network byte order and convert to native byte order
|
||||
**/
|
||||
static int16_t sNetToNative16(const unsigned char *value)
|
||||
{
|
||||
#ifdef USYNERGY_LITTLE_ENDIAN
|
||||
return value[1] | (value[0] << 8);
|
||||
#else
|
||||
return value[0] | (value[1] << 8);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Read 32 bit integer in network byte order and convert to native byte order
|
||||
**/
|
||||
static int32_t sNetToNative32(const unsigned char *value)
|
||||
{
|
||||
#ifdef USYNERGY_LITTLE_ENDIAN
|
||||
return value[3] | (value[2] << 8) | (value[1] << 16) | (value[0] << 24);
|
||||
#else
|
||||
return value[0] | (value[1] << 8) | (value[2] << 16) | (value[3] << 24);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Trace text to client
|
||||
**/
|
||||
static void sTrace(uSynergyContext *context, const char* text)
|
||||
{
|
||||
// Don't trace if we don't have a trace function
|
||||
if (context->m_traceFunc != 0L)
|
||||
context->m_traceFunc(context->m_cookie, text);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Add string to reply packet
|
||||
**/
|
||||
static void sAddString(uSynergyContext *context, const char *string)
|
||||
{
|
||||
size_t len = strlen(string);
|
||||
memcpy(context->m_replyCur, string, len);
|
||||
context->m_replyCur += len;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Add uint8 to reply packet
|
||||
**/
|
||||
static void sAddUInt8(uSynergyContext *context, uint8_t value)
|
||||
{
|
||||
*context->m_replyCur++ = value;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Add uint16 to reply packet
|
||||
**/
|
||||
static void sAddUInt16(uSynergyContext *context, uint16_t value)
|
||||
{
|
||||
uint8_t *reply = context->m_replyCur;
|
||||
*reply++ = (uint8_t)(value >> 8);
|
||||
*reply++ = (uint8_t)value;
|
||||
context->m_replyCur = reply;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Add uint32 to reply packet
|
||||
**/
|
||||
static void sAddUInt32(uSynergyContext *context, uint32_t value)
|
||||
{
|
||||
uint8_t *reply = context->m_replyCur;
|
||||
*reply++ = (uint8_t)(value >> 24);
|
||||
*reply++ = (uint8_t)(value >> 16);
|
||||
*reply++ = (uint8_t)(value >> 8);
|
||||
*reply++ = (uint8_t)value;
|
||||
context->m_replyCur = reply;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Send reply packet
|
||||
**/
|
||||
static uSynergyBool sSendReply(uSynergyContext *context)
|
||||
{
|
||||
// Set header size
|
||||
uint8_t *reply_buf = context->m_replyBuffer;
|
||||
uint32_t reply_len = (uint32_t)(context->m_replyCur - reply_buf); /* Total size of reply */
|
||||
uint32_t body_len = reply_len - 4; /* Size of body */
|
||||
uSynergyBool ret;
|
||||
reply_buf[0] = (uint8_t)(body_len >> 24);
|
||||
reply_buf[1] = (uint8_t)(body_len >> 16);
|
||||
reply_buf[2] = (uint8_t)(body_len >> 8);
|
||||
reply_buf[3] = (uint8_t)body_len;
|
||||
|
||||
// Send reply
|
||||
ret = context->m_sendFunc(context->m_cookie, context->m_replyBuffer, reply_len);
|
||||
|
||||
// Reset reply buffer write pointer
|
||||
context->m_replyCur = context->m_replyBuffer+4;
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Call mouse callback after a mouse event
|
||||
**/
|
||||
static void sSendMouseCallback(uSynergyContext *context)
|
||||
{
|
||||
// Skip if no callback is installed
|
||||
if (context->m_mouseCallback == 0L)
|
||||
return;
|
||||
|
||||
// Send callback
|
||||
context->m_mouseCallback(context->m_cookie, context->m_mouseX, context->m_mouseY, context->m_mouseWheelX,
|
||||
context->m_mouseWheelY, context->m_mouseButtonLeft, context->m_mouseButtonRight, context->m_mouseButtonMiddle);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Send keyboard callback when a key has been pressed or released
|
||||
**/
|
||||
static void sSendKeyboardCallback(uSynergyContext *context, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
|
||||
{
|
||||
// Skip if no callback is installed
|
||||
if (context->m_keyboardCallback == 0L)
|
||||
return;
|
||||
|
||||
// Send callback
|
||||
context->m_keyboardCallback(context->m_cookie, key, modifiers, down, repeat);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Send joystick callback
|
||||
**/
|
||||
static void sSendJoystickCallback(uSynergyContext *context, uint8_t joyNum)
|
||||
{
|
||||
int8_t *sticks;
|
||||
|
||||
// Skip if no callback is installed
|
||||
if (context->m_joystickCallback == 0L)
|
||||
return;
|
||||
|
||||
// Send callback
|
||||
sticks = context->m_joystickSticks[joyNum];
|
||||
context->m_joystickCallback(context->m_cookie, joyNum, context->m_joystickButtons[joyNum], sticks[0], sticks[1], sticks[2], sticks[3]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Parse a single client message, update state, send callbacks and send replies
|
||||
**/
|
||||
#define USYNERGY_IS_PACKET(pkt_id) memcmp(message+4, pkt_id, 4)==0
|
||||
static void sProcessMessage(uSynergyContext *context, const uint8_t *message)
|
||||
{
|
||||
// We have a packet!
|
||||
if (memcmp(message+4, "Synergy", 7)==0)
|
||||
{
|
||||
// Welcome message
|
||||
// kMsgHello = "Synergy%2i%2i"
|
||||
// kMsgHelloBack = "Synergy%2i%2i%s"
|
||||
sAddString(context, "Synergy");
|
||||
sAddUInt16(context, USYNERGY_PROTOCOL_MAJOR);
|
||||
sAddUInt16(context, USYNERGY_PROTOCOL_MINOR);
|
||||
sAddUInt32(context, (uint32_t)strlen(context->m_clientName));
|
||||
sAddString(context, context->m_clientName);
|
||||
if (!sSendReply(context))
|
||||
{
|
||||
// Send reply failed, let's try to reconnect
|
||||
sTrace(context, "SendReply failed, trying to reconnect in a second");
|
||||
context->m_connected = USYNERGY_FALSE;
|
||||
context->m_sleepFunc(context->m_cookie, 1000);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Let's assume we're connected
|
||||
char buffer[256+1];
|
||||
sprintf(buffer, "Connected as client \"%s\"", context->m_clientName);
|
||||
sTrace(context, buffer);
|
||||
context->m_hasReceivedHello = USYNERGY_TRUE;
|
||||
}
|
||||
return;
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("QINF"))
|
||||
{
|
||||
// Screen info. Reply with DINF
|
||||
// kMsgQInfo = "QINF"
|
||||
// kMsgDInfo = "DINF%2i%2i%2i%2i%2i%2i%2i"
|
||||
uint16_t x = 0, y = 0, warp = 0;
|
||||
sAddString(context, "DINF");
|
||||
sAddUInt16(context, x);
|
||||
sAddUInt16(context, y);
|
||||
sAddUInt16(context, context->m_clientWidth);
|
||||
sAddUInt16(context, context->m_clientHeight);
|
||||
sAddUInt16(context, warp);
|
||||
sAddUInt16(context, 0); // mx?
|
||||
sAddUInt16(context, 0); // my?
|
||||
sSendReply(context);
|
||||
return;
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("CIAK"))
|
||||
{
|
||||
// Do nothing?
|
||||
// kMsgCInfoAck = "CIAK"
|
||||
return;
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("CROP"))
|
||||
{
|
||||
// Do nothing?
|
||||
// kMsgCResetOptions = "CROP"
|
||||
return;
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("CINN"))
|
||||
{
|
||||
// Screen enter. Reply with CNOP
|
||||
// kMsgCEnter = "CINN%2i%2i%4i%2i"
|
||||
|
||||
// Obtain the Synergy sequence number
|
||||
context->m_sequenceNumber = sNetToNative32(message + 12);
|
||||
context->m_isCaptured = USYNERGY_TRUE;
|
||||
|
||||
// Call callback
|
||||
if (context->m_screenActiveCallback != 0L)
|
||||
context->m_screenActiveCallback(context->m_cookie, USYNERGY_TRUE);
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("COUT"))
|
||||
{
|
||||
// Screen leave
|
||||
// kMsgCLeave = "COUT"
|
||||
context->m_isCaptured = USYNERGY_FALSE;
|
||||
|
||||
// Call callback
|
||||
if (context->m_screenActiveCallback != 0L)
|
||||
context->m_screenActiveCallback(context->m_cookie, USYNERGY_FALSE);
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("DMDN"))
|
||||
{
|
||||
// Mouse down
|
||||
// kMsgDMouseDown = "DMDN%1i"
|
||||
char btn = message[8]-1;
|
||||
if (btn==2)
|
||||
context->m_mouseButtonRight = USYNERGY_TRUE;
|
||||
else if (btn==1)
|
||||
context->m_mouseButtonMiddle = USYNERGY_TRUE;
|
||||
else
|
||||
context->m_mouseButtonLeft = USYNERGY_TRUE;
|
||||
sSendMouseCallback(context);
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("DMUP"))
|
||||
{
|
||||
// Mouse up
|
||||
// kMsgDMouseUp = "DMUP%1i"
|
||||
char btn = message[8]-1;
|
||||
if (btn==2)
|
||||
context->m_mouseButtonRight = USYNERGY_FALSE;
|
||||
else if (btn==1)
|
||||
context->m_mouseButtonMiddle = USYNERGY_FALSE;
|
||||
else
|
||||
context->m_mouseButtonLeft = USYNERGY_FALSE;
|
||||
sSendMouseCallback(context);
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("DMMV"))
|
||||
{
|
||||
// Mouse move. Reply with CNOP
|
||||
// kMsgDMouseMove = "DMMV%2i%2i"
|
||||
context->m_mouseX = sNetToNative16(message+8);
|
||||
context->m_mouseY = sNetToNative16(message+10);
|
||||
sSendMouseCallback(context);
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("DMWM"))
|
||||
{
|
||||
// Mouse wheel
|
||||
// kMsgDMouseWheel = "DMWM%2i%2i"
|
||||
// kMsgDMouseWheel1_0 = "DMWM%2i"
|
||||
context->m_mouseWheelX += sNetToNative16(message+8);
|
||||
context->m_mouseWheelY += sNetToNative16(message+10);
|
||||
sSendMouseCallback(context);
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("DKDN"))
|
||||
{
|
||||
// Key down
|
||||
// kMsgDKeyDown = "DKDN%2i%2i%2i"
|
||||
// kMsgDKeyDown1_0 = "DKDN%2i%2i"
|
||||
//uint16_t id = sNetToNative16(message+8);
|
||||
uint16_t mod = sNetToNative16(message+10);
|
||||
uint16_t key = sNetToNative16(message+12);
|
||||
sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_FALSE);
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("DKRP"))
|
||||
{
|
||||
// Key repeat
|
||||
// kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i"
|
||||
// kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i"
|
||||
uint16_t mod = sNetToNative16(message+10);
|
||||
// uint16_t count = sNetToNative16(message+12);
|
||||
uint16_t key = sNetToNative16(message+14);
|
||||
sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_TRUE);
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("DKUP"))
|
||||
{
|
||||
// Key up
|
||||
// kMsgDKeyUp = "DKUP%2i%2i%2i"
|
||||
// kMsgDKeyUp1_0 = "DKUP%2i%2i"
|
||||
//uint16 id=Endian::sNetToNative(sbuf[4]);
|
||||
uint16_t mod = sNetToNative16(message+10);
|
||||
uint16_t key = sNetToNative16(message+12);
|
||||
sSendKeyboardCallback(context, key, mod, USYNERGY_FALSE, USYNERGY_FALSE);
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("DGBT"))
|
||||
{
|
||||
// Joystick buttons
|
||||
// kMsgDGameButtons = "DGBT%1i%2i";
|
||||
uint8_t joy_num = message[8];
|
||||
if (joy_num<USYNERGY_NUM_JOYSTICKS)
|
||||
{
|
||||
// Copy button state, then send callback
|
||||
context->m_joystickButtons[joy_num] = (message[9] << 8) | message[10];
|
||||
sSendJoystickCallback(context, joy_num);
|
||||
}
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("DGST"))
|
||||
{
|
||||
// Joystick sticks
|
||||
// kMsgDGameSticks = "DGST%1i%1i%1i%1i%1i";
|
||||
uint8_t joy_num = message[8];
|
||||
if (joy_num<USYNERGY_NUM_JOYSTICKS)
|
||||
{
|
||||
// Copy stick state, then send callback
|
||||
memcpy(context->m_joystickSticks[joy_num], message+9, 4);
|
||||
sSendJoystickCallback(context, joy_num);
|
||||
}
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("DSOP"))
|
||||
{
|
||||
// Set options
|
||||
// kMsgDSetOptions = "DSOP%4I"
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("CALV"))
|
||||
{
|
||||
// Keepalive, reply with CALV and then CNOP
|
||||
// kMsgCKeepAlive = "CALV"
|
||||
sAddString(context, "CALV");
|
||||
sSendReply(context);
|
||||
// now reply with CNOP
|
||||
}
|
||||
else if (USYNERGY_IS_PACKET("DCLP"))
|
||||
{
|
||||
// Clipboard message
|
||||
// kMsgDClipboard = "DCLP%1i%4i%s"
|
||||
//
|
||||
// The clipboard message contains:
|
||||
// 1 uint32: The size of the message
|
||||
// 4 chars: The identifier ("DCLP")
|
||||
// 1 uint8: The clipboard index
|
||||
// 1 uint32: The sequence number. It's zero, because this message is always coming from the server?
|
||||
// 1 uint32: The total size of the remaining 'string' (as per the Synergy %s string format (which is 1 uint32 for size followed by a char buffer (not necessarily null terminated)).
|
||||
// 1 uint32: The number of formats present in the message
|
||||
// And then 'number of formats' times the following:
|
||||
// 1 uint32: The format of the clipboard data
|
||||
// 1 uint32: The size n of the clipboard data
|
||||
// n uint8: The clipboard data
|
||||
const uint8_t * parse_msg = message+17;
|
||||
uint32_t num_formats = sNetToNative32(parse_msg);
|
||||
parse_msg += 4;
|
||||
for (; num_formats; num_formats--)
|
||||
{
|
||||
// Parse clipboard format header
|
||||
uint32_t format = sNetToNative32(parse_msg);
|
||||
uint32_t size = sNetToNative32(parse_msg+4);
|
||||
parse_msg += 8;
|
||||
|
||||
// Call callback
|
||||
if (context->m_clipboardCallback)
|
||||
context->m_clipboardCallback(context->m_cookie, format, parse_msg, size);
|
||||
|
||||
parse_msg += size;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Unknown packet, could be any of these
|
||||
// kMsgCNoop = "CNOP"
|
||||
// kMsgCClose = "CBYE"
|
||||
// kMsgCClipboard = "CCLP%1i%4i"
|
||||
// kMsgCScreenSaver = "CSEC%1i"
|
||||
// kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i"
|
||||
// kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i"
|
||||
// kMsgDMouseRelMove = "DMRM%2i%2i"
|
||||
// kMsgEIncompatible = "EICV%2i%2i"
|
||||
// kMsgEBusy = "EBSY"
|
||||
// kMsgEUnknown = "EUNK"
|
||||
// kMsgEBad = "EBAD"
|
||||
char buffer[64];
|
||||
sprintf(buffer, "Unknown packet '%c%c%c%c'", message[4], message[5], message[6], message[7]);
|
||||
sTrace(context, buffer);
|
||||
return;
|
||||
}
|
||||
|
||||
// Reply with CNOP maybe?
|
||||
sAddString(context, "CNOP");
|
||||
sSendReply(context);
|
||||
}
|
||||
#undef USYNERGY_IS_PACKET
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Mark context as being disconnected
|
||||
**/
|
||||
static void sSetDisconnected(uSynergyContext *context)
|
||||
{
|
||||
context->m_connected = USYNERGY_FALSE;
|
||||
context->m_hasReceivedHello = USYNERGY_FALSE;
|
||||
context->m_isCaptured = USYNERGY_FALSE;
|
||||
context->m_replyCur = context->m_replyBuffer + 4;
|
||||
context->m_sequenceNumber = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Update a connected context
|
||||
**/
|
||||
static void sUpdateContext(uSynergyContext *context)
|
||||
{
|
||||
/* Receive data (blocking) */
|
||||
int receive_size = USYNERGY_RECEIVE_BUFFER_SIZE - context->m_receiveOfs;
|
||||
int num_received = 0;
|
||||
int packlen = 0;
|
||||
if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer + context->m_receiveOfs, receive_size, &num_received) == USYNERGY_FALSE)
|
||||
{
|
||||
/* Receive failed, let's try to reconnect */
|
||||
char buffer[128];
|
||||
sprintf(buffer, "Receive failed (%d bytes asked, %d bytes received), trying to reconnect in a second", receive_size, num_received);
|
||||
sTrace(context, buffer);
|
||||
sSetDisconnected(context);
|
||||
context->m_sleepFunc(context->m_cookie, 1000);
|
||||
return;
|
||||
}
|
||||
context->m_receiveOfs += num_received;
|
||||
|
||||
/* If we didn't receive any data then we're probably still polling to get connected and
|
||||
therefore not getting any data back. To avoid overloading the system with a Synergy
|
||||
thread that would hammer on polling, we let it rest for a bit if there's no data. */
|
||||
if (num_received == 0)
|
||||
context->m_sleepFunc(context->m_cookie, 500);
|
||||
|
||||
/* Check for timeouts */
|
||||
if (context->m_hasReceivedHello)
|
||||
{
|
||||
uint32_t cur_time = context->m_getTimeFunc();
|
||||
if (num_received == 0)
|
||||
{
|
||||
/* Timeout after 2 secs of inactivity (we received no CALV) */
|
||||
if ((cur_time - context->m_lastMessageTime) > USYNERGY_IDLE_TIMEOUT)
|
||||
sSetDisconnected(context);
|
||||
}
|
||||
else
|
||||
context->m_lastMessageTime = cur_time;
|
||||
}
|
||||
|
||||
/* Eat packets */
|
||||
for (;;)
|
||||
{
|
||||
/* Grab packet length and bail out if the packet goes beyond the end of the buffer */
|
||||
packlen = sNetToNative32(context->m_receiveBuffer);
|
||||
if (packlen+4 > context->m_receiveOfs)
|
||||
break;
|
||||
|
||||
/* Process message */
|
||||
sProcessMessage(context, context->m_receiveBuffer);
|
||||
|
||||
/* Move packet to front of buffer */
|
||||
memmove(context->m_receiveBuffer, context->m_receiveBuffer+packlen+4, context->m_receiveOfs-packlen-4);
|
||||
context->m_receiveOfs -= packlen+4;
|
||||
}
|
||||
|
||||
/* Throw away over-sized packets */
|
||||
if (packlen > USYNERGY_RECEIVE_BUFFER_SIZE)
|
||||
{
|
||||
/* Oversized packet, ditch tail end */
|
||||
char buffer[128];
|
||||
sprintf(buffer, "Oversized packet: '%c%c%c%c' (length %d)", context->m_receiveBuffer[4], context->m_receiveBuffer[5], context->m_receiveBuffer[6], context->m_receiveBuffer[7], packlen);
|
||||
sTrace(context, buffer);
|
||||
num_received = context->m_receiveOfs-4; // 4 bytes for the size field
|
||||
while (num_received != packlen)
|
||||
{
|
||||
int buffer_left = packlen - num_received;
|
||||
int to_receive = buffer_left < USYNERGY_RECEIVE_BUFFER_SIZE ? buffer_left : USYNERGY_RECEIVE_BUFFER_SIZE;
|
||||
int ditch_received = 0;
|
||||
if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer, to_receive, &ditch_received) == USYNERGY_FALSE)
|
||||
{
|
||||
/* Receive failed, let's try to reconnect */
|
||||
sTrace(context, "Receive failed, trying to reconnect in a second");
|
||||
sSetDisconnected(context);
|
||||
context->m_sleepFunc(context->m_cookie, 1000);
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
num_received += ditch_received;
|
||||
}
|
||||
}
|
||||
context->m_receiveOfs = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------------------
|
||||
// Public interface
|
||||
//---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Initialize uSynergy context
|
||||
**/
|
||||
void uSynergyInit(uSynergyContext *context)
|
||||
{
|
||||
/* Zero memory */
|
||||
memset(context, 0, sizeof(uSynergyContext));
|
||||
|
||||
/* Initialize to default state */
|
||||
sSetDisconnected(context);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
@brief Update uSynergy
|
||||
**/
|
||||
void uSynergyUpdate(uSynergyContext *context)
|
||||
{
|
||||
if (context->m_connected)
|
||||
{
|
||||
/* Update context, receive data, call callbacks */
|
||||
sUpdateContext(context);
|
||||
}
|
||||
else
|
||||
{
|
||||
/* Try to connect */
|
||||
if (context->m_connectFunc(context->m_cookie))
|
||||
context->m_connected = USYNERGY_TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Send clipboard data
|
||||
**/
|
||||
void uSynergySendClipboard(uSynergyContext *context, const char *text)
|
||||
{
|
||||
// Calculate maximum size that will fit in a reply packet
|
||||
uint32_t overhead_size = 4 + /* Message size */
|
||||
4 + /* Message ID */
|
||||
1 + /* Clipboard index */
|
||||
4 + /* Sequence number */
|
||||
4 + /* Rest of message size (because it's a Synergy string from here on) */
|
||||
4 + /* Number of clipboard formats */
|
||||
4 + /* Clipboard format */
|
||||
4; /* Clipboard data length */
|
||||
uint32_t max_length = USYNERGY_REPLY_BUFFER_SIZE - overhead_size;
|
||||
|
||||
// Clip text to max length
|
||||
uint32_t text_length = (uint32_t)strlen(text);
|
||||
if (text_length > max_length)
|
||||
{
|
||||
char buffer[128];
|
||||
sprintf(buffer, "Clipboard buffer too small, clipboard truncated at %d characters", max_length);
|
||||
sTrace(context, buffer);
|
||||
text_length = max_length;
|
||||
}
|
||||
|
||||
// Assemble packet
|
||||
sAddString(context, "DCLP");
|
||||
sAddUInt8(context, 0); /* Clipboard index */
|
||||
sAddUInt32(context, context->m_sequenceNumber);
|
||||
sAddUInt32(context, 4+4+4+text_length); /* Rest of message size: numFormats, format, length, data */
|
||||
sAddUInt32(context, 1); /* Number of formats (only text for now) */
|
||||
sAddUInt32(context, USYNERGY_CLIPBOARD_FORMAT_TEXT);
|
||||
sAddUInt32(context, text_length);
|
||||
sAddString(context, text);
|
||||
sSendReply(context);
|
||||
}
|
||||
420
ref/imgui/examples/libs/usynergy/uSynergy.h
Normal file
420
ref/imgui/examples/libs/usynergy/uSynergy.h
Normal file
@@ -0,0 +1,420 @@
|
||||
/*
|
||||
uSynergy client -- Interface for the embedded Synergy client library
|
||||
version 1.0.0, July 7th, 2012
|
||||
|
||||
Copyright (C) 2012 Synergy Si Ltd.
|
||||
Copyright (c) 2012 Alex Evans
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
|
||||
3. This notice may not be removed or altered from any source
|
||||
distribution.
|
||||
*/
|
||||
#include <stdint.h>
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------------------
|
||||
// Configuration
|
||||
//---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Determine endianness
|
||||
**/
|
||||
#if defined(USYNERGY_LITTLE_ENDIAN) && defined(USYNERGY_BIG_ENDIAN)
|
||||
/* Ambiguous: both endians specified */
|
||||
#error "Can't define both USYNERGY_LITTLE_ENDIAN and USYNERGY_BIG_ENDIAN"
|
||||
#elif !defined(USYNERGY_LITTLE_ENDIAN) && !defined(USYNERGY_BIG_ENDIAN)
|
||||
/* Attempt to auto detect */
|
||||
#if defined(__LITTLE_ENDIAN__) || defined(LITTLE_ENDIAN) || (_BYTE_ORDER == _LITTLE_ENDIAN)
|
||||
#define USYNERGY_LITTLE_ENDIAN
|
||||
#elif defined(__BIG_ENDIAN__) || defined(BIG_ENDIAN) || (_BYTE_ORDER == _BIG_ENDIAN)
|
||||
#define USYNERGY_BIG_ENDIAN
|
||||
#else
|
||||
#error "Can't detect endian-nes, please defined either USYNERGY_LITTLE_ENDIAN or USYNERGY_BIG_ENDIAN";
|
||||
#endif
|
||||
#else
|
||||
/* User-specified endian-nes, nothing to do for us */
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------------------
|
||||
// Types and Constants
|
||||
//---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Boolean type
|
||||
**/
|
||||
typedef int uSynergyBool;
|
||||
#define USYNERGY_FALSE 0 /* False value */
|
||||
#define USYNERGY_TRUE 1 /* True value */
|
||||
|
||||
|
||||
/**
|
||||
@brief User context type
|
||||
|
||||
The uSynergyCookie type is an opaque type that is used by uSynergy to communicate to the client. It is passed along to
|
||||
callback functions as context.
|
||||
**/
|
||||
typedef struct { int ignored; } * uSynergyCookie;
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Clipboard types
|
||||
**/
|
||||
enum uSynergyClipboardFormat
|
||||
{
|
||||
USYNERGY_CLIPBOARD_FORMAT_TEXT = 0, /* Text format, UTF-8, newline is LF */
|
||||
USYNERGY_CLIPBOARD_FORMAT_BITMAP = 1, /* Bitmap format, BMP 24/32bpp, BI_RGB */
|
||||
USYNERGY_CLIPBOARD_FORMAT_HTML = 2, /* HTML format, HTML fragment, UTF-8, newline is LF */
|
||||
};
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Constants and limits
|
||||
**/
|
||||
#define USYNERGY_NUM_JOYSTICKS 4 /* Maximum number of supported joysticks */
|
||||
|
||||
#define USYNERGY_PROTOCOL_MAJOR 1 /* Major protocol version */
|
||||
#define USYNERGY_PROTOCOL_MINOR 4 /* Minor protocol version */
|
||||
|
||||
#define USYNERGY_IDLE_TIMEOUT 2000 /* Timeout in milliseconds before reconnecting */
|
||||
|
||||
#define USYNERGY_TRACE_BUFFER_SIZE 1024 /* Maximum length of traced message */
|
||||
#define USYNERGY_REPLY_BUFFER_SIZE 1024 /* Maximum size of a reply packet */
|
||||
#define USYNERGY_RECEIVE_BUFFER_SIZE 4096 /* Maximum size of an incoming packet */
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Keyboard constants
|
||||
**/
|
||||
#define USYNERGY_MODIFIER_SHIFT 0x0001 /* Shift key modifier */
|
||||
#define USYNERGY_MODIFIER_CTRL 0x0002 /* Ctrl key modifier */
|
||||
#define USYNERGY_MODIFIER_ALT 0x0004 /* Alt key modifier */
|
||||
#define USYNERGY_MODIFIER_META 0x0008 /* Meta key modifier */
|
||||
#define USYNERGY_MODIFIER_WIN 0x0010 /* Windows key modifier */
|
||||
#define USYNERGY_MODIFIER_ALT_GR 0x0020 /* AltGr key modifier */
|
||||
#define USYNERGY_MODIFIER_LEVEL5LOCK 0x0040 /* Level5Lock key modifier */
|
||||
#define USYNERGY_MODIFIER_CAPSLOCK 0x1000 /* CapsLock key modifier */
|
||||
#define USYNERGY_MODIFIER_NUMLOCK 0x2000 /* NumLock key modifier */
|
||||
#define USYNERGY_MODIFIER_SCROLLOCK 0x4000 /* ScrollLock key modifier */
|
||||
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------------------
|
||||
// Functions and Callbacks
|
||||
//---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Connect function
|
||||
|
||||
This function is called when uSynergy needs to connect to the host. It doesn't imply a network implementation or
|
||||
destination address, that must all be handled on the user side. The function should return USYNERGY_TRUE if a
|
||||
connection was established or USYNERGY_FALSE if it could not connect.
|
||||
|
||||
When network errors occur (e.g. uSynergySend or uSynergyReceive fail) then the connect call will be called again
|
||||
so the implementation of the function must close any old connections and clean up resources before retrying.
|
||||
|
||||
@param cookie Cookie supplied in the Synergy context
|
||||
**/
|
||||
typedef uSynergyBool (*uSynergyConnectFunc)(uSynergyCookie cookie);
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Send function
|
||||
|
||||
This function is called when uSynergy needs to send something over the default connection. It should return
|
||||
USYNERGY_TRUE if sending succeeded and USYNERGY_FALSE otherwise. This function should block until the send
|
||||
operation is completed.
|
||||
|
||||
@param cookie Cookie supplied in the Synergy context
|
||||
@param buffer Address of buffer to send
|
||||
@param length Length of buffer to send
|
||||
**/
|
||||
typedef uSynergyBool (*uSynergySendFunc)(uSynergyCookie cookie, const uint8_t *buffer, int length);
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Receive function
|
||||
|
||||
This function is called when uSynergy needs to receive data from the default connection. It should return
|
||||
USYNERGY_TRUE if receiving data succeeded and USYNERGY_FALSE otherwise. This function should block until data
|
||||
has been received and wait for data to become available. If @a outLength is set to 0 upon completion it is
|
||||
assumed that the connection is alive, but still in a connecting state and needs time to settle.
|
||||
|
||||
@param cookie Cookie supplied in the Synergy context
|
||||
@param buffer Address of buffer to receive data into
|
||||
@param maxLength Maximum amount of bytes to write into the receive buffer
|
||||
@param outLength Address of integer that receives the actual amount of bytes written into @a buffer
|
||||
**/
|
||||
typedef uSynergyBool (*uSynergyReceiveFunc)(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength);
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Thread sleep function
|
||||
|
||||
This function is called when uSynergy wants to suspend operation for a while before retrying an operation. It
|
||||
is mostly used when a socket times out or disconnect occurs to prevent uSynergy from continuously hammering a
|
||||
network connection in case the network is down.
|
||||
|
||||
@param cookie Cookie supplied in the Synergy context
|
||||
@param timeMs Time to sleep the current thread (in milliseconds)
|
||||
**/
|
||||
typedef void (*uSynergySleepFunc)(uSynergyCookie cookie, int timeMs);
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Get time function
|
||||
|
||||
This function is called when uSynergy needs to know the current time. This is used to determine when timeouts
|
||||
have occured. The time base should be a cyclic millisecond time value.
|
||||
|
||||
@returns Time value in milliseconds
|
||||
**/
|
||||
typedef uint32_t (*uSynergyGetTimeFunc)();
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Trace function
|
||||
|
||||
This function is called when uSynergy wants to trace something. It is optional to show these messages, but they
|
||||
are often useful when debugging. uSynergy only traces major events like connecting and disconnecting. Usually
|
||||
only a single trace is shown when the connection is established and no more trace are called.
|
||||
|
||||
@param cookie Cookie supplied in the Synergy context
|
||||
@param text Text to be traced
|
||||
**/
|
||||
typedef void (*uSynergyTraceFunc)(uSynergyCookie cookie, const char *text);
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Screen active callback
|
||||
|
||||
This callback is called when Synergy makes the screen active or inactive. This
|
||||
callback is usually sent when the mouse enters or leaves the screen.
|
||||
|
||||
@param cookie Cookie supplied in the Synergy context
|
||||
@param active Activation flag, 1 if the screen has become active, 0 if the screen has become inactive
|
||||
**/
|
||||
typedef void (*uSynergyScreenActiveCallback)(uSynergyCookie cookie, uSynergyBool active);
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Mouse callback
|
||||
|
||||
This callback is called when a mouse events happens. The mouse X and Y position,
|
||||
wheel and button state is communicated in the message. It's up to the user to
|
||||
interpret if this is a mouse up, down, double-click or other message.
|
||||
|
||||
@param cookie Cookie supplied in the Synergy context
|
||||
@param x Mouse X position
|
||||
@param y Mouse Y position
|
||||
@param wheelX Mouse wheel X position
|
||||
@param wheelY Mouse wheel Y position
|
||||
@param buttonLeft Left button pressed status, 0 for released, 1 for pressed
|
||||
@param buttonMiddle Middle button pressed status, 0 for released, 1 for pressed
|
||||
@param buttonRight Right button pressed status, 0 for released, 1 for pressed
|
||||
**/
|
||||
typedef void (*uSynergyMouseCallback)(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY, uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle);
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Key event callback
|
||||
|
||||
This callback is called when a key is pressed or released.
|
||||
|
||||
@param cookie Cookie supplied in the Synergy context
|
||||
@param key Key code of key that was pressed or released
|
||||
@param modifiers Status of modifier keys (alt, shift, etc.)
|
||||
@param down Down or up status, 1 is key is pressed down, 0 if key is released (up)
|
||||
@param repeat Repeat flag, 1 if the key is down because the key is repeating, 0 if the key is initially pressed by the user
|
||||
**/
|
||||
typedef void (*uSynergyKeyboardCallback)(uSynergyCookie cookie, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat);
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Joystick event callback
|
||||
|
||||
This callback is called when a joystick stick or button changes. It is possible that multiple callbacks are
|
||||
fired when different sticks or buttons change as these are individual messages in the packet stream. Each
|
||||
callback will contain all the valid state for the different axes and buttons. The last callback received will
|
||||
represent the most current joystick state.
|
||||
|
||||
@param cookie Cookie supplied in the Synergy context
|
||||
@param joyNum Joystick number, always in the range [0 ... USYNERGY_NUM_JOYSTICKS>
|
||||
@param buttons Button pressed mask
|
||||
@param leftStickX Left stick X position, in range [-127 ... 127]
|
||||
@param leftStickY Left stick Y position, in range [-127 ... 127]
|
||||
@param rightStickX Right stick X position, in range [-127 ... 127]
|
||||
@param rightStickY Right stick Y position, in range [-127 ... 127]
|
||||
**/
|
||||
typedef void (*uSynergyJoystickCallback)(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY);
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Clipboard event callback
|
||||
|
||||
This callback is called when something is placed on the clipboard. Multiple callbacks may be fired for
|
||||
multiple clipboard formats if they are supported. The data provided is read-only and may not be modified
|
||||
by the application.
|
||||
|
||||
@param cookie Cookie supplied in the Synergy context
|
||||
@param format Clipboard format
|
||||
@param data Memory area containing the clipboard raw data
|
||||
@param size Size of clipboard data
|
||||
**/
|
||||
typedef void (*uSynergyClipboardCallback)(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size);
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------------------
|
||||
// Context
|
||||
//---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief uSynergy context
|
||||
**/
|
||||
typedef struct
|
||||
{
|
||||
/* Mandatory configuration data, filled in by client */
|
||||
uSynergyConnectFunc m_connectFunc; /* Connect function */
|
||||
uSynergySendFunc m_sendFunc; /* Send data function */
|
||||
uSynergyReceiveFunc m_receiveFunc; /* Receive data function */
|
||||
uSynergySleepFunc m_sleepFunc; /* Thread sleep function */
|
||||
uSynergyGetTimeFunc m_getTimeFunc; /* Get current time function */
|
||||
const char* m_clientName; /* Name of Synergy Screen / Client */
|
||||
uint16_t m_clientWidth; /* Width of screen */
|
||||
uint16_t m_clientHeight; /* Height of screen */
|
||||
|
||||
/* Optional configuration data, filled in by client */
|
||||
uSynergyCookie m_cookie; /* Cookie pointer passed to callback functions (can be NULL) */
|
||||
uSynergyTraceFunc m_traceFunc; /* Function for tracing status (can be NULL) */
|
||||
uSynergyScreenActiveCallback m_screenActiveCallback; /* Callback for entering and leaving screen */
|
||||
uSynergyMouseCallback m_mouseCallback; /* Callback for mouse events */
|
||||
uSynergyKeyboardCallback m_keyboardCallback; /* Callback for keyboard events */
|
||||
uSynergyJoystickCallback m_joystickCallback; /* Callback for joystick events */
|
||||
uSynergyClipboardCallback m_clipboardCallback; /* Callback for clipboard events */
|
||||
|
||||
/* State data, used internall by client, initialized by uSynergyInit() */
|
||||
uSynergyBool m_connected; /* Is our socket connected? */
|
||||
uSynergyBool m_hasReceivedHello; /* Have we received a 'Hello' from the server? */
|
||||
uSynergyBool m_isCaptured; /* Is Synergy active (i.e. this client is receiving input messages?) */
|
||||
uint32_t m_lastMessageTime; /* Time at which last message was received */
|
||||
uint32_t m_sequenceNumber; /* Packet sequence number */
|
||||
uint8_t m_receiveBuffer[USYNERGY_RECEIVE_BUFFER_SIZE]; /* Receive buffer */
|
||||
int m_receiveOfs; /* Receive buffer offset */
|
||||
uint8_t m_replyBuffer[USYNERGY_REPLY_BUFFER_SIZE]; /* Reply buffer */
|
||||
uint8_t* m_replyCur; /* Write offset into reply buffer */
|
||||
uint16_t m_mouseX; /* Mouse X position */
|
||||
uint16_t m_mouseY; /* Mouse Y position */
|
||||
int16_t m_mouseWheelX; /* Mouse wheel X position */
|
||||
int16_t m_mouseWheelY; /* Mouse wheel Y position */
|
||||
uSynergyBool m_mouseButtonLeft; /* Mouse left button */
|
||||
uSynergyBool m_mouseButtonRight; /* Mouse right button */
|
||||
uSynergyBool m_mouseButtonMiddle; /* Mouse middle button */
|
||||
int8_t m_joystickSticks[USYNERGY_NUM_JOYSTICKS][4]; /* Joystick stick position in 2 axes for 2 sticks */
|
||||
uint16_t m_joystickButtons[USYNERGY_NUM_JOYSTICKS]; /* Joystick button state */
|
||||
} uSynergyContext;
|
||||
|
||||
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------------------
|
||||
// Interface
|
||||
//---------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Initialize uSynergy context
|
||||
|
||||
This function initializes @a context for use. Call this function directly after
|
||||
creating the context, before filling in any configuration data in it. Not calling
|
||||
this function will cause undefined behavior.
|
||||
|
||||
@param context Context to be initialized
|
||||
**/
|
||||
extern void uSynergyInit(uSynergyContext *context);
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Update uSynergy
|
||||
|
||||
This function updates uSynergy and does the bulk of the work. It does connection management,
|
||||
receiving data, reconnecting after errors or timeouts and so on. It assumes that networking
|
||||
operations are blocking and it can suspend the current thread if it needs to wait. It is
|
||||
best practice to call uSynergyUpdate from a background thread so it is responsive.
|
||||
|
||||
Because uSynergy relies mostly on blocking calls it will mostly stay in thread sleep state
|
||||
waiting for system mutexes and won't eat much memory.
|
||||
|
||||
uSynergyUpdate doesn't do any memory allocations or have any side effects beyond those of
|
||||
the callbacks it calls.
|
||||
|
||||
@param context Context to be updated
|
||||
**/
|
||||
extern void uSynergyUpdate(uSynergyContext *context);
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@brief Send clipboard data
|
||||
|
||||
This function sets new clipboard data and sends it to the server. Use this function if
|
||||
your client cuts or copies data onto the clipboard that it needs to share with the
|
||||
server.
|
||||
|
||||
Currently there is only support for plaintext, but HTML and image data could be
|
||||
supported with some effort.
|
||||
|
||||
@param context Context to send clipboard data to
|
||||
@param text Text to set to the clipboard
|
||||
**/
|
||||
extern void uSynergySendClipboard(uSynergyContext *context, const char *text);
|
||||
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
};
|
||||
#endif
|
||||
Reference in New Issue
Block a user