Initial Commit
This commit is contained in:
754
libs/imgui/backends/imgui_impl_dx12.cpp
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754
libs/imgui/backends/imgui_impl_dx12.cpp
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// dear imgui: Renderer Backend for DirectX12
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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// To build this on 32-bit systems:
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// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
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// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
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// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
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// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
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// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
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// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
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// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
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// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
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// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: Misc: Various minor tidying up.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
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// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
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// 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).
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// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
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#include "imgui.h"
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#include "imgui_impl_dx12.h"
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// DirectX
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <d3dcompiler.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
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#else // mziulek: PFN_D3D12_SERIALIZE_ROOT_SIGNATURE is not defined when using MinGW
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typedef HRESULT (WINAPI* PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)(
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const D3D12_ROOT_SIGNATURE_DESC* pRootSignature,
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D3D_ROOT_SIGNATURE_VERSION Version,
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ID3DBlob** ppBlob,
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ID3DBlob** ppErrorBlob);
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#endif
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// DirectX data
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struct ImGui_ImplDX12_RenderBuffers
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{
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ID3D12Resource* IndexBuffer;
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ID3D12Resource* VertexBuffer;
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int IndexBufferSize;
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int VertexBufferSize;
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};
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struct ImGui_ImplDX12_Data
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{
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ID3D12Device* pd3dDevice;
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ID3D12RootSignature* pRootSignature;
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ID3D12PipelineState* pPipelineState;
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DXGI_FORMAT RTVFormat;
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ID3D12Resource* pFontTextureResource;
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D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
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D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
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ImGui_ImplDX12_RenderBuffers* pFrameResources;
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UINT numFramesInFlight;
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UINT frameIndex;
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ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
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};
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struct VERTEX_CONSTANT_BUFFER_DX12
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{
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float mvp[4][4];
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Functions
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static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
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{
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
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}
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// Setup viewport
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D3D12_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D12_VIEWPORT));
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vp.Width = draw_data->DisplaySize.x;
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vp.Height = draw_data->DisplaySize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0.0f;
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ctx->RSSetViewports(1, &vp);
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
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vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
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vbv.SizeInBytes = fr->VertexBufferSize * stride;
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vbv.StrideInBytes = stride;
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ctx->IASetVertexBuffers(0, 1, &vbv);
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D3D12_INDEX_BUFFER_VIEW ibv;
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memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
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ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
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ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
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ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
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ctx->IASetIndexBuffer(&ibv);
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ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->SetPipelineState(bd->pPipelineState);
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ctx->SetGraphicsRootSignature(bd->pRootSignature);
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ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
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// Setup blend factor
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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ctx->OMSetBlendFactor(blend_factor);
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}
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template<typename T>
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static inline void SafeRelease(T*& res)
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{
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if (res)
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res->Release();
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res = nullptr;
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}
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// Render function
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void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
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{
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// Avoid rendering when minimized
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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// FIXME: I'm assuming that this only gets called once per frame!
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// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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bd->frameIndex = bd->frameIndex + 1;
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ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
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// Create and grow vertex/index buffers if needed
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if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
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{
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SafeRelease(fr->VertexBuffer);
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fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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props.Type = D3D12_HEAP_TYPE_UPLOAD;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC desc;
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memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.Format = DXGI_FORMAT_UNKNOWN;
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desc.SampleDesc.Count = 1;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
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return;
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}
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if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
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{
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SafeRelease(fr->IndexBuffer);
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fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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props.Type = D3D12_HEAP_TYPE_UPLOAD;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC desc;
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memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.Format = DXGI_FORMAT_UNKNOWN;
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desc.SampleDesc.Count = 1;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
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return;
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}
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// Upload vertex/index data into a single contiguous GPU buffer
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void* vtx_resource, *idx_resource;
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D3D12_RANGE range;
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memset(&range, 0, sizeof(D3D12_RANGE));
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if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
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return;
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if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
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return;
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->VtxBuffer.Size;
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idx_dst += cmd_list->IdxBuffer.Size;
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}
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fr->VertexBuffer->Unmap(0, &range);
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fr->IndexBuffer->Unmap(0, &range);
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// Setup desired DX state
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ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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int global_vtx_offset = 0;
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int global_idx_offset = 0;
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ImVec2 clip_off = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// Apply Scissor/clipping rectangle, Bind texture, Draw
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const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
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D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
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texture_handle.ptr = (UINT64)pcmd->GetTexID();
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ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
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ctx->RSSetScissorRects(1, &r);
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ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
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}
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}
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global_idx_offset += cmd_list->IdxBuffer.Size;
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global_vtx_offset += cmd_list->VtxBuffer.Size;
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}
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}
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static void ImGui_ImplDX12_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Upload texture to graphics system
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{
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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props.Type = D3D12_HEAP_TYPE_DEFAULT;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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desc.Alignment = 0;
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desc.Width = width;
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desc.Height = height;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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ID3D12Resource* pTexture = nullptr;
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bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
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UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
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UINT uploadSize = height * uploadPitch;
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Alignment = 0;
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desc.Width = uploadSize;
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.Format = DXGI_FORMAT_UNKNOWN;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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props.Type = D3D12_HEAP_TYPE_UPLOAD;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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ID3D12Resource* uploadBuffer = nullptr;
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HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
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IM_ASSERT(SUCCEEDED(hr));
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void* mapped = nullptr;
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D3D12_RANGE range = { 0, uploadSize };
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hr = uploadBuffer->Map(0, &range, &mapped);
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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 = nullptr;
|
||||
hr = bd->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 != nullptr);
|
||||
|
||||
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
|
||||
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
queueDesc.NodeMask = 1;
|
||||
|
||||
ID3D12CommandQueue* cmdQueue = nullptr;
|
||||
hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
ID3D12CommandAllocator* cmdAlloc = nullptr;
|
||||
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
ID3D12GraphicsCommandList* cmdList = nullptr;
|
||||
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
|
||||
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;
|
||||
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
|
||||
SafeRelease(bd->pFontTextureResource);
|
||||
bd->pFontTextureResource = pTexture;
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
// READ THIS IF THE STATIC_ASSERT() TRIGGERS:
|
||||
// - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
|
||||
// - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
// [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
|
||||
// [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
|
||||
// [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
|
||||
// [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
|
||||
static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
|
||||
io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return false;
|
||||
if (bd->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;
|
||||
|
||||
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
|
||||
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;
|
||||
|
||||
// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
|
||||
// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
|
||||
static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
|
||||
if (d3d12_dll == nullptr)
|
||||
{
|
||||
// Attempt to load d3d12.dll from local directories. This will only succeed if
|
||||
// (1) the current OS is Windows 7, and
|
||||
// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
|
||||
// See https://github.com/ocornut/imgui/pull/3696 for details.
|
||||
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
|
||||
for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
|
||||
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
|
||||
break;
|
||||
|
||||
// If failed, we are on Windows >= 10.
|
||||
if (d3d12_dll == nullptr)
|
||||
d3d12_dll = ::LoadLibraryA("d3d12.dll");
|
||||
|
||||
if (d3d12_dll == nullptr)
|
||||
return false;
|
||||
}
|
||||
|
||||
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
|
||||
if (D3D12SerializeRootSignatureFn == nullptr)
|
||||
return false;
|
||||
|
||||
ID3DBlob* blob = nullptr;
|
||||
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
|
||||
return false;
|
||||
|
||||
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->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 assign them to psoDesc.VS/PS [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 = bd->pRootSignature;
|
||||
psoDesc.SampleMask = UINT_MAX;
|
||||
psoDesc.NumRenderTargets = 1;
|
||||
psoDesc.RTVFormats[0] = bd->RTVFormat;
|
||||
psoDesc.SampleDesc.Count = 1;
|
||||
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
|
||||
|
||||
ID3DBlob* vertexShaderBlob;
|
||||
ID3DBlob* pixelShaderBlob;
|
||||
|
||||
// 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;\
|
||||
}";
|
||||
|
||||
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
|
||||
|
||||
// Create the input layout
|
||||
static D3D12_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, 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; \
|
||||
}";
|
||||
|
||||
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr)))
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
}
|
||||
psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->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_ONE;
|
||||
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
|
||||
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;
|
||||
}
|
||||
|
||||
HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
|
||||
vertexShaderBlob->Release();
|
||||
pixelShaderBlob->Release();
|
||||
if (result_pipeline_state != S_OK)
|
||||
return false;
|
||||
|
||||
ImGui_ImplDX12_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
SafeRelease(bd->pRootSignature);
|
||||
SafeRelease(bd->pPipelineState);
|
||||
SafeRelease(bd->pFontTextureResource);
|
||||
io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
|
||||
SafeRelease(fr->IndexBuffer);
|
||||
SafeRelease(fr->VertexBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx12";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
bd->pd3dDevice = device;
|
||||
bd->RTVFormat = rtv_format;
|
||||
bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
|
||||
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
|
||||
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
|
||||
bd->numFramesInFlight = num_frames_in_flight;
|
||||
bd->frameIndex = UINT_MAX;
|
||||
IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
{
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
|
||||
fr->IndexBuffer = nullptr;
|
||||
fr->VertexBuffer = nullptr;
|
||||
fr->IndexBufferSize = 10000;
|
||||
fr->VertexBufferSize = 5000;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
delete[] bd->pFrameResources;
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?");
|
||||
|
||||
if (!bd->pPipelineState)
|
||||
ImGui_ImplDX12_CreateDeviceObjects();
|
||||
}
|
42
libs/imgui/backends/imgui_impl_dx12.h
Normal file
42
libs/imgui/backends/imgui_impl_dx12.h
Normal file
@@ -0,0 +1,42 @@
|
||||
// dear imgui: Renderer Backend for DirectX12
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
|
||||
// See imgui_impl_dx12.cpp file for details.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#include <dxgiformat.h> // DXGI_FORMAT
|
||||
|
||||
struct ID3D12Device;
|
||||
struct ID3D12DescriptorHeap;
|
||||
struct ID3D12GraphicsCommandList;
|
||||
struct D3D12_CPU_DESCRIPTOR_HANDLE;
|
||||
struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
||||
|
||||
extern "C" { // mziulek
|
||||
|
||||
// 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, ID3D12DescriptorHeap* cbv_srv_heap,
|
||||
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 Dear ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
|
||||
|
||||
}
|
723
libs/imgui/backends/imgui_impl_glfw.cpp
Normal file
723
libs/imgui/backends/imgui_impl_glfw.cpp
Normal file
@@ -0,0 +1,723 @@
|
||||
// dear imgui: Platform Backend for GLFW
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
|
||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (Requires: GLFW 3.1+)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
|
||||
// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||
// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position.
|
||||
// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
|
||||
// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
|
||||
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
|
||||
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
|
||||
// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
|
||||
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
|
||||
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
|
||||
// 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 "imgui.h"
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#endif
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
#ifdef _WIN32
|
||||
#undef APIENTRY
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
|
||||
#endif
|
||||
|
||||
// We gather version tests as define in order to easily see which features are version-dependent.
|
||||
#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
|
||||
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
|
||||
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
|
||||
#else
|
||||
#define GLFW_HAS_NEW_CURSORS (0)
|
||||
#endif
|
||||
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
|
||||
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() //
|
||||
|
||||
#include <math.h>
|
||||
|
||||
extern "C" {
|
||||
|
||||
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
|
||||
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
|
||||
bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
|
||||
void ImGui_ImplGlfw_Shutdown();
|
||||
void ImGui_ImplGlfw_NewFrame();
|
||||
|
||||
// GLFW callbacks (installer)
|
||||
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
|
||||
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
|
||||
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
|
||||
void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
|
||||
|
||||
// GLFW callbacks (individual callbacks to call if you didn't install callbacks)
|
||||
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
|
||||
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
|
||||
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
|
||||
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
|
||||
|
||||
} // extern "C"
|
||||
|
||||
// GLFW data
|
||||
enum GlfwClientApi
|
||||
{
|
||||
GlfwClientApi_Unknown,
|
||||
GlfwClientApi_OpenGL,
|
||||
GlfwClientApi_Vulkan
|
||||
};
|
||||
|
||||
struct ImGui_ImplGlfw_Data
|
||||
{
|
||||
GLFWwindow* Window;
|
||||
GlfwClientApi ClientApi;
|
||||
double Time;
|
||||
GLFWwindow* MouseWindow;
|
||||
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
ImVec2 LastValidMousePos;
|
||||
bool InstalledCallbacks;
|
||||
|
||||
ImVec2 DpiScale; // mziulek: We scale mouse coords so that we have pixel coords on all OSes.
|
||||
// This also lets us set `FramebufferScale` to 1.0 and always work with pixel coords
|
||||
// even on macOS Retina displays.
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
|
||||
GLFWcursorposfun PrevUserCallbackCursorPos;
|
||||
GLFWcursorenterfun PrevUserCallbackCursorEnter;
|
||||
GLFWmousebuttonfun PrevUserCallbackMousebutton;
|
||||
GLFWscrollfun PrevUserCallbackScroll;
|
||||
GLFWkeyfun PrevUserCallbackKey;
|
||||
GLFWcharfun PrevUserCallbackChar;
|
||||
GLFWmonitorfun PrevUserCallbackMonitor;
|
||||
|
||||
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
|
||||
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
|
||||
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
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);
|
||||
}
|
||||
|
||||
static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case GLFW_KEY_TAB: return ImGuiKey_Tab;
|
||||
case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
|
||||
case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
|
||||
case GLFW_KEY_UP: return ImGuiKey_UpArrow;
|
||||
case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
|
||||
case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
|
||||
case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
|
||||
case GLFW_KEY_HOME: return ImGuiKey_Home;
|
||||
case GLFW_KEY_END: return ImGuiKey_End;
|
||||
case GLFW_KEY_INSERT: return ImGuiKey_Insert;
|
||||
case GLFW_KEY_DELETE: return ImGuiKey_Delete;
|
||||
case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
|
||||
case GLFW_KEY_SPACE: return ImGuiKey_Space;
|
||||
case GLFW_KEY_ENTER: return ImGuiKey_Enter;
|
||||
case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
|
||||
case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
|
||||
case GLFW_KEY_COMMA: return ImGuiKey_Comma;
|
||||
case GLFW_KEY_MINUS: return ImGuiKey_Minus;
|
||||
case GLFW_KEY_PERIOD: return ImGuiKey_Period;
|
||||
case GLFW_KEY_SLASH: return ImGuiKey_Slash;
|
||||
case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
|
||||
case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
|
||||
case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
|
||||
case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
|
||||
case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
|
||||
case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
|
||||
case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
|
||||
case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
|
||||
case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
|
||||
case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
|
||||
case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
|
||||
case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
|
||||
case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
|
||||
case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
|
||||
case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
|
||||
case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
|
||||
case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
|
||||
case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
|
||||
case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
|
||||
case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
|
||||
case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
|
||||
case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
|
||||
case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
|
||||
case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
|
||||
case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
|
||||
case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
|
||||
case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
|
||||
case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
|
||||
case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
|
||||
case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
|
||||
case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
|
||||
case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
|
||||
case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
|
||||
case GLFW_KEY_MENU: return ImGuiKey_Menu;
|
||||
case GLFW_KEY_0: return ImGuiKey_0;
|
||||
case GLFW_KEY_1: return ImGuiKey_1;
|
||||
case GLFW_KEY_2: return ImGuiKey_2;
|
||||
case GLFW_KEY_3: return ImGuiKey_3;
|
||||
case GLFW_KEY_4: return ImGuiKey_4;
|
||||
case GLFW_KEY_5: return ImGuiKey_5;
|
||||
case GLFW_KEY_6: return ImGuiKey_6;
|
||||
case GLFW_KEY_7: return ImGuiKey_7;
|
||||
case GLFW_KEY_8: return ImGuiKey_8;
|
||||
case GLFW_KEY_9: return ImGuiKey_9;
|
||||
case GLFW_KEY_A: return ImGuiKey_A;
|
||||
case GLFW_KEY_B: return ImGuiKey_B;
|
||||
case GLFW_KEY_C: return ImGuiKey_C;
|
||||
case GLFW_KEY_D: return ImGuiKey_D;
|
||||
case GLFW_KEY_E: return ImGuiKey_E;
|
||||
case GLFW_KEY_F: return ImGuiKey_F;
|
||||
case GLFW_KEY_G: return ImGuiKey_G;
|
||||
case GLFW_KEY_H: return ImGuiKey_H;
|
||||
case GLFW_KEY_I: return ImGuiKey_I;
|
||||
case GLFW_KEY_J: return ImGuiKey_J;
|
||||
case GLFW_KEY_K: return ImGuiKey_K;
|
||||
case GLFW_KEY_L: return ImGuiKey_L;
|
||||
case GLFW_KEY_M: return ImGuiKey_M;
|
||||
case GLFW_KEY_N: return ImGuiKey_N;
|
||||
case GLFW_KEY_O: return ImGuiKey_O;
|
||||
case GLFW_KEY_P: return ImGuiKey_P;
|
||||
case GLFW_KEY_Q: return ImGuiKey_Q;
|
||||
case GLFW_KEY_R: return ImGuiKey_R;
|
||||
case GLFW_KEY_S: return ImGuiKey_S;
|
||||
case GLFW_KEY_T: return ImGuiKey_T;
|
||||
case GLFW_KEY_U: return ImGuiKey_U;
|
||||
case GLFW_KEY_V: return ImGuiKey_V;
|
||||
case GLFW_KEY_W: return ImGuiKey_W;
|
||||
case GLFW_KEY_X: return ImGuiKey_X;
|
||||
case GLFW_KEY_Y: return ImGuiKey_Y;
|
||||
case GLFW_KEY_Z: return ImGuiKey_Z;
|
||||
case GLFW_KEY_F1: return ImGuiKey_F1;
|
||||
case GLFW_KEY_F2: return ImGuiKey_F2;
|
||||
case GLFW_KEY_F3: return ImGuiKey_F3;
|
||||
case GLFW_KEY_F4: return ImGuiKey_F4;
|
||||
case GLFW_KEY_F5: return ImGuiKey_F5;
|
||||
case GLFW_KEY_F6: return ImGuiKey_F6;
|
||||
case GLFW_KEY_F7: return ImGuiKey_F7;
|
||||
case GLFW_KEY_F8: return ImGuiKey_F8;
|
||||
case GLFW_KEY_F9: return ImGuiKey_F9;
|
||||
case GLFW_KEY_F10: return ImGuiKey_F10;
|
||||
case GLFW_KEY_F11: return ImGuiKey_F11;
|
||||
case GLFW_KEY_F12: return ImGuiKey_F12;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
static int ImGui_ImplGlfw_KeyToModifier(int key)
|
||||
{
|
||||
if (key == GLFW_KEY_LEFT_CONTROL || key == GLFW_KEY_RIGHT_CONTROL)
|
||||
return GLFW_MOD_CONTROL;
|
||||
if (key == GLFW_KEY_LEFT_SHIFT || key == GLFW_KEY_RIGHT_SHIFT)
|
||||
return GLFW_MOD_SHIFT;
|
||||
if (key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT)
|
||||
return GLFW_MOD_ALT;
|
||||
if (key == GLFW_KEY_LEFT_SUPER || key == GLFW_KEY_RIGHT_SUPER)
|
||||
return GLFW_MOD_SUPER;
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (mods & GLFW_MOD_CONTROL) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (mods & GLFW_MOD_SHIFT) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (mods & GLFW_MOD_ALT) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Super, (mods & GLFW_MOD_SUPER) != 0);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackMousebutton != nullptr && window == bd->Window)
|
||||
bd->PrevUserCallbackMousebutton(window, button, action, mods);
|
||||
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(mods);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (button >= 0 && button < ImGuiMouseButton_COUNT)
|
||||
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackScroll != nullptr && window == bd->Window)
|
||||
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
|
||||
}
|
||||
|
||||
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
|
||||
{
|
||||
#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)
|
||||
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
|
||||
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
|
||||
// See https://github.com/glfw/glfw/issues/1502 for details.
|
||||
// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
|
||||
// This won't cover edge cases but this is at least going to cover common cases.
|
||||
if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
|
||||
return key;
|
||||
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
|
||||
const char* key_name = glfwGetKeyName(key, scancode);
|
||||
glfwSetErrorCallback(prev_error_callback);
|
||||
#if (GLFW_VERSION_COMBINED >= 3300) // Eat errors (see #5908)
|
||||
(void)glfwGetError(NULL);
|
||||
#endif
|
||||
if (key_name && key_name[0] != 0 && key_name[1] == 0)
|
||||
{
|
||||
const char char_names[] = "`-=[]\\,;\'./";
|
||||
const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
|
||||
IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
|
||||
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
|
||||
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
|
||||
else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
|
||||
else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
|
||||
}
|
||||
// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
|
||||
#else
|
||||
IM_UNUSED(scancode);
|
||||
#endif
|
||||
return key;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackKey != nullptr && window == bd->Window)
|
||||
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
|
||||
|
||||
if (action != GLFW_PRESS && action != GLFW_RELEASE)
|
||||
return;
|
||||
|
||||
// Workaround: X11 does not include current pressed/released modifier key in 'mods' flags. https://github.com/glfw/glfw/issues/1630
|
||||
if (int keycode_to_mod = ImGui_ImplGlfw_KeyToModifier(keycode))
|
||||
mods = (action == GLFW_PRESS) ? (mods | keycode_to_mod) : (mods & ~keycode_to_mod);
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(mods);
|
||||
|
||||
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
|
||||
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
|
||||
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackWindowFocus != nullptr && window == bd->Window)
|
||||
bd->PrevUserCallbackWindowFocus(window, focused);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddFocusEvent(focused != 0);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorPos != nullptr && window == bd->Window)
|
||||
bd->PrevUserCallbackCursorPos(window, x * bd->DpiScale.x, y * bd->DpiScale.y);
|
||||
|
||||
if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
return;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMousePosEvent((float)x * bd->DpiScale.x, (float)y * bd->DpiScale.y);
|
||||
bd->LastValidMousePos = ImVec2((float)x * bd->DpiScale.x, (float)y * bd->DpiScale.y);
|
||||
}
|
||||
|
||||
// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
|
||||
// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
|
||||
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorEnter != nullptr && window == bd->Window)
|
||||
bd->PrevUserCallbackCursorEnter(window, entered);
|
||||
|
||||
if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
return;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (entered)
|
||||
{
|
||||
bd->MouseWindow = window;
|
||||
io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
|
||||
}
|
||||
else if (!entered && bd->MouseWindow == window)
|
||||
{
|
||||
bd->LastValidMousePos = io.MousePos;
|
||||
bd->MouseWindow = nullptr;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackChar != nullptr && window == bd->Window)
|
||||
bd->PrevUserCallbackChar(window, c);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddInputCharacter(c);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
|
||||
{
|
||||
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
|
||||
IM_ASSERT(bd->Window == window);
|
||||
|
||||
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
|
||||
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
|
||||
bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
|
||||
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
||||
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
|
||||
bd->InstalledCallbacks = true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
|
||||
IM_ASSERT(bd->Window == window);
|
||||
|
||||
glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
|
||||
glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
|
||||
glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
|
||||
glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
|
||||
glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
|
||||
glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
|
||||
glfwSetCharCallback(window, bd->PrevUserCallbackChar);
|
||||
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
|
||||
bd->InstalledCallbacks = false;
|
||||
bd->PrevUserCallbackWindowFocus = nullptr;
|
||||
bd->PrevUserCallbackCursorEnter = nullptr;
|
||||
bd->PrevUserCallbackCursorPos = nullptr;
|
||||
bd->PrevUserCallbackMousebutton = nullptr;
|
||||
bd->PrevUserCallbackScroll = nullptr;
|
||||
bd->PrevUserCallbackKey = nullptr;
|
||||
bd->PrevUserCallbackChar = nullptr;
|
||||
bd->PrevUserCallbackMonitor = nullptr;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
//printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_glfw";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->Window = window;
|
||||
bd->Time = 0.0;
|
||||
bd->DpiScale = ImVec2{ 1.0, 1.0 };
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||
io.ClipboardUserData = bd->Window;
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
#if defined(_WIN32)
|
||||
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window);
|
||||
#endif
|
||||
|
||||
// Create mouse cursors
|
||||
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
|
||||
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
|
||||
// Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
|
||||
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
||||
#if GLFW_HAS_NEW_CURSORS
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
|
||||
#else
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
#endif
|
||||
glfwSetErrorCallback(prev_error_callback);
|
||||
#if (GLFW_VERSION_COMBINED >= 3300) // Eat errors (see #5785)
|
||||
(void)glfwGetError(NULL);
|
||||
#endif
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
if (install_callbacks)
|
||||
ImGui_ImplGlfw_InstallCallbacks(window);
|
||||
|
||||
bd->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);
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
|
||||
{
|
||||
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_Shutdown()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (bd->InstalledCallbacks)
|
||||
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
||||
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
{
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const bool is_app_focused = true;
|
||||
#else
|
||||
const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
|
||||
#endif
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y);
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
|
||||
if (is_app_focused && bd->MouseWindow == nullptr)
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y);
|
||||
io.AddMousePosEvent((float)mouse_x * bd->DpiScale.x, (float)mouse_y * bd->DpiScale.y);
|
||||
bd->LastValidMousePos = ImVec2((float)mouse_x * bd->DpiScale.x, (float)mouse_y * bd->DpiScale.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->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(bd->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(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
}
|
||||
|
||||
// Update gamepad inputs
|
||||
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
||||
static void ImGui_ImplGlfw_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
#if GLFW_HAS_GAMEPAD_API
|
||||
GLFWgamepadstate gamepad;
|
||||
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
|
||||
return;
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
||||
#else
|
||||
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);
|
||||
if (axes_count == 0 || buttons_count == 0)
|
||||
return;
|
||||
#define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
|
||||
#define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(bd->Window, &w, &h);
|
||||
glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
|
||||
|
||||
bd->DpiScale.x = ceil(io.DisplayFramebufferScale.x);
|
||||
bd->DpiScale.y = ceil(io.DisplayFramebufferScale.y);
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
ImGui_ImplGlfw_UpdateMouseData();
|
||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplGlfw_UpdateGamepads();
|
||||
}
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
753
libs/imgui/backends/imgui_impl_wgpu.cpp
Normal file
753
libs/imgui/backends/imgui_impl_wgpu.cpp
Normal file
@@ -0,0 +1,753 @@
|
||||
// dear imgui: Renderer for WebGPU
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW)
|
||||
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'nullptr' as per our switch to C++11.
|
||||
// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
|
||||
// 2021-08-24: Fix for latest specs.
|
||||
// 2021-05-24: Add support for draw_data->FramebufferScale.
|
||||
// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
|
||||
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
|
||||
// 2021-01-28: Initial version.
|
||||
|
||||
#include "imgui.h"
|
||||
#include <limits.h>
|
||||
#include <webgpu/webgpu.h>
|
||||
|
||||
#define HAS_EMSCRIPTEN_VERSION(major, minor, tiny) (__EMSCRIPTEN_major__ > (major) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ > (minor)) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ == (minor) && __EMSCRIPTEN_tiny__ >= (tiny)))
|
||||
|
||||
#if defined(__EMSCRIPTEN__) && !HAS_EMSCRIPTEN_VERSION(2, 0, 20)
|
||||
#error "Requires at least emscripten 2.0.20"
|
||||
#endif
|
||||
|
||||
// Dear ImGui prototypes from imgui_internal.h
|
||||
extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
|
||||
|
||||
// mziulek: We removed header file and declare all our external functions here.
|
||||
extern "C" {
|
||||
|
||||
struct Config
|
||||
{
|
||||
unsigned int pipeline_multisample_count;
|
||||
unsigned int texture_filter_mode;
|
||||
};
|
||||
bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, const Config* config);
|
||||
void ImGui_ImplWGPU_Shutdown(void);
|
||||
void ImGui_ImplWGPU_NewFrame(void);
|
||||
void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
|
||||
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
void ImGui_ImplWGPU_InvalidateDeviceObjects(void);
|
||||
bool ImGui_ImplWGPU_CreateDeviceObjects(void);
|
||||
|
||||
} // extern "C"
|
||||
|
||||
// WebGPU data
|
||||
static WGPUDevice g_wgpuDevice = nullptr;
|
||||
static WGPUQueue g_defaultQueue = nullptr;
|
||||
static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
static WGPURenderPipeline g_pipelineState = nullptr;
|
||||
|
||||
struct RenderResources
|
||||
{
|
||||
WGPUTexture FontTexture; // Font texture
|
||||
WGPUTextureView FontTextureView; // Texture view for font texture
|
||||
WGPUSampler Sampler; // Sampler for the font texture
|
||||
WGPUBuffer Uniforms; // Shader uniforms
|
||||
WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline
|
||||
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
|
||||
WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui
|
||||
WGPUBindGroupLayout ImageBindGroupLayout; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
|
||||
};
|
||||
static RenderResources g_resources;
|
||||
|
||||
struct FrameResources
|
||||
{
|
||||
WGPUBuffer IndexBuffer;
|
||||
WGPUBuffer VertexBuffer;
|
||||
ImDrawIdx* IndexBufferHost;
|
||||
ImDrawVert* VertexBufferHost;
|
||||
int IndexBufferSize;
|
||||
int VertexBufferSize;
|
||||
};
|
||||
static FrameResources* g_pFrameResources = nullptr;
|
||||
static unsigned int g_numFramesInFlight = 0;
|
||||
static unsigned int g_frameIndex = UINT_MAX;
|
||||
|
||||
struct Uniforms
|
||||
{
|
||||
float MVP[4][4];
|
||||
};
|
||||
|
||||
|
||||
static Config g_config;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// SHADERS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// glsl_shader.vert, compiled with:
|
||||
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
|
||||
/*
|
||||
#version 450 core
|
||||
layout(location = 0) in vec2 aPos;
|
||||
layout(location = 1) in vec2 aUV;
|
||||
layout(location = 2) in vec4 aColor;
|
||||
layout(set=0, binding = 0) uniform transform { mat4 mvp; };
|
||||
|
||||
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 = mvp * vec4(aPos, 0, 1);
|
||||
}
|
||||
*/
|
||||
static uint32_t __glsl_shader_vert_spv[] =
|
||||
{
|
||||
0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b,
|
||||
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
|
||||
0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
|
||||
0x0000001b,0x00000023,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
|
||||
0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
|
||||
0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
|
||||
0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
|
||||
0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
|
||||
0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00050005,0x0000001d,
|
||||
0x6e617274,0x726f6673,0x0000006d,0x00040006,0x0000001d,0x00000000,0x0070766d,0x00030005,
|
||||
0x0000001f,0x00000000,0x00040005,0x00000023,0x736f5061,0x00000000,0x00040047,0x0000000b,
|
||||
0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
|
||||
0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
|
||||
0x00000019,0x00000002,0x00040048,0x0000001d,0x00000000,0x00000005,0x00050048,0x0000001d,
|
||||
0x00000000,0x00000023,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000007,0x00000010,
|
||||
0x00030047,0x0000001d,0x00000002,0x00040047,0x0000001f,0x00000022,0x00000000,0x00040047,
|
||||
0x0000001f,0x00000021,0x00000000,0x00040047,0x00000023,0x0000001e,0x00000000,0x00020013,
|
||||
0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017,
|
||||
0x00000007,0x00000006,0x00000004,0x00040017,0x00000008,0x00000006,0x00000002,0x0004001e,
|
||||
0x00000009,0x00000007,0x00000008,0x00040020,0x0000000a,0x00000003,0x00000009,0x0004003b,
|
||||
0x0000000a,0x0000000b,0x00000003,0x00040015,0x0000000c,0x00000020,0x00000001,0x0004002b,
|
||||
0x0000000c,0x0000000d,0x00000000,0x00040020,0x0000000e,0x00000001,0x00000007,0x0004003b,
|
||||
0x0000000e,0x0000000f,0x00000001,0x00040020,0x00000011,0x00000003,0x00000007,0x0004002b,
|
||||
0x0000000c,0x00000013,0x00000001,0x00040020,0x00000014,0x00000001,0x00000008,0x0004003b,
|
||||
0x00000014,0x00000015,0x00000001,0x00040020,0x00000017,0x00000003,0x00000008,0x0003001e,
|
||||
0x00000019,0x00000007,0x00040020,0x0000001a,0x00000003,0x00000019,0x0004003b,0x0000001a,
|
||||
0x0000001b,0x00000003,0x00040018,0x0000001c,0x00000007,0x00000004,0x0003001e,0x0000001d,
|
||||
0x0000001c,0x00040020,0x0000001e,0x00000002,0x0000001d,0x0004003b,0x0000001e,0x0000001f,
|
||||
0x00000002,0x00040020,0x00000020,0x00000002,0x0000001c,0x0004003b,0x00000014,0x00000023,
|
||||
0x00000001,0x0004002b,0x00000006,0x00000025,0x00000000,0x0004002b,0x00000006,0x00000026,
|
||||
0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,
|
||||
0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,0x0000000b,
|
||||
0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,0x00000015,
|
||||
0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,0x00000016,
|
||||
0x00050041,0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x0000001c,0x00000022,
|
||||
0x00000021,0x0004003d,0x00000008,0x00000024,0x00000023,0x00050051,0x00000006,0x00000027,
|
||||
0x00000024,0x00000000,0x00050051,0x00000006,0x00000028,0x00000024,0x00000001,0x00070050,
|
||||
0x00000007,0x00000029,0x00000027,0x00000028,0x00000025,0x00000026,0x00050091,0x00000007,
|
||||
0x0000002a,0x00000022,0x00000029,0x00050041,0x00000011,0x0000002b,0x0000001b,0x0000000d,
|
||||
0x0003003e,0x0000002b,0x0000002a,0x000100fd,0x00010038
|
||||
};
|
||||
|
||||
// glsl_shader.frag, compiled with:
|
||||
// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
|
||||
/*
|
||||
#version 450 core
|
||||
layout(location = 0) out vec4 fColor;
|
||||
layout(set=0, binding=1) uniform sampler s;
|
||||
layout(set=1, binding=0) uniform texture2D t;
|
||||
layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
|
||||
void main()
|
||||
{
|
||||
fColor = In.Color * texture(sampler2D(t, s), In.UV.st);
|
||||
}
|
||||
*/
|
||||
static uint32_t __glsl_shader_frag_spv[] =
|
||||
{
|
||||
0x07230203,0x00010000,0x00080007,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b,
|
||||
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
|
||||
0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
|
||||
0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
|
||||
0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
|
||||
0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
|
||||
0x00005655,0x00030005,0x0000000d,0x00006e49,0x00030005,0x00000015,0x00000074,0x00030005,
|
||||
0x00000019,0x00000073,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,
|
||||
0x0000001e,0x00000000,0x00040047,0x00000015,0x00000022,0x00000001,0x00040047,0x00000015,
|
||||
0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000000,0x00040047,0x00000019,
|
||||
0x00000021,0x00000001,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,
|
||||
0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,
|
||||
0x00000003,0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,
|
||||
0x00000006,0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,
|
||||
0x00000001,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,
|
||||
0x00000020,0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,
|
||||
0x00000001,0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,
|
||||
0x00000000,0x00000001,0x00000000,0x00040020,0x00000014,0x00000000,0x00000013,0x0004003b,
|
||||
0x00000014,0x00000015,0x00000000,0x0002001a,0x00000017,0x00040020,0x00000018,0x00000000,
|
||||
0x00000017,0x0004003b,0x00000018,0x00000019,0x00000000,0x0003001b,0x0000001b,0x00000013,
|
||||
0x0004002b,0x0000000e,0x0000001d,0x00000001,0x00040020,0x0000001e,0x00000001,0x0000000a,
|
||||
0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,
|
||||
0x00000010,0x00000011,0x0000000d,0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,
|
||||
0x0004003d,0x00000013,0x00000016,0x00000015,0x0004003d,0x00000017,0x0000001a,0x00000019,
|
||||
0x00050056,0x0000001b,0x0000001c,0x00000016,0x0000001a,0x00050041,0x0000001e,0x0000001f,
|
||||
0x0000000d,0x0000001d,0x0004003d,0x0000000a,0x00000020,0x0000001f,0x00050057,0x00000007,
|
||||
0x00000021,0x0000001c,0x00000020,0x00050085,0x00000007,0x00000022,0x00000012,0x00000021,
|
||||
0x0003003e,0x00000009,0x00000022,0x000100fd,0x00010038
|
||||
};
|
||||
|
||||
static void SafeRelease(ImDrawIdx*& res)
|
||||
{
|
||||
if (res)
|
||||
delete[] res;
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(ImDrawVert*& res)
|
||||
{
|
||||
if (res)
|
||||
delete[] res;
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUBindGroupLayout& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuBindGroupLayoutRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUBindGroup& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuBindGroupRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUBuffer& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuBufferRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPURenderPipeline& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuRenderPipelineRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUSampler& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuSamplerRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUShaderModule& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuShaderModuleRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUTextureView& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuTextureViewRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
static void SafeRelease(WGPUTexture& res)
|
||||
{
|
||||
if (res)
|
||||
wgpuTextureRelease(res);
|
||||
res = nullptr;
|
||||
}
|
||||
|
||||
static void SafeRelease(RenderResources& res)
|
||||
{
|
||||
SafeRelease(res.FontTexture);
|
||||
SafeRelease(res.FontTextureView);
|
||||
SafeRelease(res.Sampler);
|
||||
SafeRelease(res.Uniforms);
|
||||
SafeRelease(res.CommonBindGroup);
|
||||
SafeRelease(res.ImageBindGroup);
|
||||
SafeRelease(res.ImageBindGroupLayout);
|
||||
};
|
||||
|
||||
static void SafeRelease(FrameResources& res)
|
||||
{
|
||||
SafeRelease(res.IndexBuffer);
|
||||
SafeRelease(res.VertexBuffer);
|
||||
SafeRelease(res.IndexBufferHost);
|
||||
SafeRelease(res.VertexBufferHost);
|
||||
}
|
||||
|
||||
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size)
|
||||
{
|
||||
WGPUShaderModuleSPIRVDescriptor spirv_desc = {};
|
||||
spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor;
|
||||
spirv_desc.codeSize = binary_data_size;
|
||||
spirv_desc.code = binary_data;
|
||||
|
||||
WGPUShaderModuleDescriptor desc = {};
|
||||
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc);
|
||||
|
||||
WGPUProgrammableStageDescriptor stage_desc = {};
|
||||
stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc);
|
||||
stage_desc.entryPoint = "main";
|
||||
return stage_desc;
|
||||
}
|
||||
|
||||
static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
|
||||
{
|
||||
WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
|
||||
|
||||
WGPUBindGroupDescriptor image_bg_descriptor = {};
|
||||
image_bg_descriptor.layout = layout;
|
||||
image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
|
||||
image_bg_descriptor.entries = image_bg_entries;
|
||||
return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
|
||||
{
|
||||
// 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).
|
||||
{
|
||||
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 },
|
||||
};
|
||||
wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp));
|
||||
}
|
||||
|
||||
// Setup viewport
|
||||
wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
|
||||
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
|
||||
wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState);
|
||||
wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, nullptr);
|
||||
|
||||
// Setup blend factor
|
||||
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
|
||||
wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
|
||||
}
|
||||
|
||||
// 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_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
// FIXME: 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* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (fr->VertexBuffer)
|
||||
{
|
||||
wgpuBufferDestroy(fr->VertexBuffer);
|
||||
wgpuBufferRelease(fr->VertexBuffer);
|
||||
}
|
||||
SafeRelease(fr->VertexBufferHost);
|
||||
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
|
||||
WGPUBufferDescriptor vb_desc =
|
||||
{
|
||||
nullptr,
|
||||
"Dear ImGui Vertex buffer",
|
||||
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
|
||||
fr->VertexBufferSize * sizeof(ImDrawVert),
|
||||
false
|
||||
};
|
||||
fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc);
|
||||
if (!fr->VertexBuffer)
|
||||
return;
|
||||
|
||||
fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
|
||||
}
|
||||
if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (fr->IndexBuffer)
|
||||
{
|
||||
wgpuBufferDestroy(fr->IndexBuffer);
|
||||
wgpuBufferRelease(fr->IndexBuffer);
|
||||
}
|
||||
SafeRelease(fr->IndexBufferHost);
|
||||
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
|
||||
WGPUBufferDescriptor ib_desc =
|
||||
{
|
||||
nullptr,
|
||||
"Dear ImGui Index buffer",
|
||||
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
|
||||
fr->IndexBufferSize * sizeof(ImDrawIdx),
|
||||
false
|
||||
};
|
||||
fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc);
|
||||
if (!fr->IndexBuffer)
|
||||
return;
|
||||
|
||||
fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
|
||||
}
|
||||
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
|
||||
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;
|
||||
}
|
||||
int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3;
|
||||
int64_t ib_write_size = ((char*)idx_dst - (char*)fr->IndexBufferHost + 3) & ~3;
|
||||
wgpuQueueWriteBuffer(g_defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
|
||||
wgpuQueueWriteBuffer(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
|
||||
|
||||
// Setup desired render state
|
||||
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale;
|
||||
ImVec2 clip_off = 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 != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Bind custom texture
|
||||
ImTextureID tex_id = pcmd->GetTexID();
|
||||
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
|
||||
auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash);
|
||||
if (bind_group)
|
||||
{
|
||||
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
|
||||
g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
|
||||
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
|
||||
}
|
||||
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// mziulek: Fixes 'Popups and Modal windows->Modals->Stacked modals..' from showDemoWindow().
|
||||
if (clip_min.x < 0.0f) clip_min.x = 0.0f;
|
||||
if (clip_min.y < 0.0f) clip_min.y = 0.0f;
|
||||
if (clip_max.x > draw_data->DisplaySize.x) clip_max.x = draw_data->DisplaySize.x;
|
||||
if (clip_max.y > draw_data->DisplaySize.y) clip_max.y = draw_data->DisplaySize.y;
|
||||
|
||||
// Apply scissor/clipping rectangle, Draw
|
||||
wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y));
|
||||
wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||
}
|
||||
}
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplWGPU_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height, size_pp;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
|
||||
|
||||
// Upload texture to graphics system
|
||||
{
|
||||
WGPUTextureDescriptor tex_desc = {};
|
||||
tex_desc.label = "Dear ImGui Font Texture";
|
||||
tex_desc.dimension = WGPUTextureDimension_2D;
|
||||
tex_desc.size.width = width;
|
||||
tex_desc.size.height = height;
|
||||
tex_desc.size.depthOrArrayLayers = 1;
|
||||
tex_desc.sampleCount = 1;
|
||||
tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
||||
tex_desc.mipLevelCount = 1;
|
||||
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
|
||||
g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc);
|
||||
|
||||
WGPUTextureViewDescriptor tex_view_desc = {};
|
||||
tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
||||
tex_view_desc.dimension = WGPUTextureViewDimension_2D;
|
||||
tex_view_desc.baseMipLevel = 0;
|
||||
tex_view_desc.mipLevelCount = 1;
|
||||
tex_view_desc.baseArrayLayer = 0;
|
||||
tex_view_desc.arrayLayerCount = 1;
|
||||
tex_view_desc.aspect = WGPUTextureAspect_All;
|
||||
g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc);
|
||||
}
|
||||
|
||||
// Upload texture data
|
||||
{
|
||||
WGPUImageCopyTexture dst_view = {};
|
||||
dst_view.texture = g_resources.FontTexture;
|
||||
dst_view.mipLevel = 0;
|
||||
dst_view.origin = { 0, 0, 0 };
|
||||
dst_view.aspect = WGPUTextureAspect_All;
|
||||
WGPUTextureDataLayout layout = {};
|
||||
layout.offset = 0;
|
||||
layout.bytesPerRow = width * size_pp;
|
||||
layout.rowsPerImage = height;
|
||||
WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
|
||||
wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
|
||||
}
|
||||
|
||||
// Create the associated sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
{
|
||||
const WGPUFilterMode filter_mode = g_config.texture_filter_mode == 1 ? WGPUFilterMode_Linear : WGPUFilterMode_Nearest;
|
||||
WGPUSamplerDescriptor sampler_desc = {};
|
||||
sampler_desc.minFilter = filter_mode;
|
||||
sampler_desc.magFilter = filter_mode;
|
||||
sampler_desc.mipmapFilter = filter_mode;
|
||||
sampler_desc.addressModeU = WGPUAddressMode_Repeat;
|
||||
sampler_desc.addressModeV = WGPUAddressMode_Repeat;
|
||||
sampler_desc.addressModeW = WGPUAddressMode_Repeat;
|
||||
sampler_desc.maxAnisotropy = 1;
|
||||
g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc);
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
|
||||
io.Fonts->SetTexID((ImTextureID)g_resources.FontTextureView);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWGPU_CreateUniformBuffer()
|
||||
{
|
||||
WGPUBufferDescriptor ub_desc =
|
||||
{
|
||||
nullptr,
|
||||
"Dear ImGui Uniform buffer",
|
||||
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
|
||||
sizeof(Uniforms),
|
||||
false
|
||||
};
|
||||
g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc);
|
||||
}
|
||||
|
||||
bool ImGui_ImplWGPU_CreateDeviceObjects(void)
|
||||
{
|
||||
if (!g_wgpuDevice)
|
||||
return false;
|
||||
if (g_pipelineState)
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
|
||||
// Create render pipeline
|
||||
WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
|
||||
graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
|
||||
graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
|
||||
graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
|
||||
graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
|
||||
graphics_pipeline_desc.multisample.count = g_config.pipeline_multisample_count;
|
||||
graphics_pipeline_desc.multisample.mask = UINT_MAX;
|
||||
graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
|
||||
graphics_pipeline_desc.layout = nullptr; // Use automatic layout generation
|
||||
|
||||
// Create the vertex shader
|
||||
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t));
|
||||
graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
|
||||
graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
|
||||
|
||||
// Vertex input configuration
|
||||
WGPUVertexAttribute attribute_desc[] =
|
||||
{
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
|
||||
{ WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
|
||||
};
|
||||
|
||||
WGPUVertexBufferLayout buffer_layouts[1];
|
||||
buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
|
||||
buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
|
||||
buffer_layouts[0].attributeCount = 3;
|
||||
buffer_layouts[0].attributes = attribute_desc;
|
||||
|
||||
graphics_pipeline_desc.vertex.bufferCount = 1;
|
||||
graphics_pipeline_desc.vertex.buffers = buffer_layouts;
|
||||
|
||||
// Create the pixel shader
|
||||
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t));
|
||||
|
||||
// Create the blending setup
|
||||
WGPUBlendState blend_state = {};
|
||||
blend_state.alpha.operation = WGPUBlendOperation_Add;
|
||||
blend_state.alpha.srcFactor = WGPUBlendFactor_One;
|
||||
blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
|
||||
blend_state.color.operation = WGPUBlendOperation_Add;
|
||||
blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
|
||||
blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
|
||||
|
||||
WGPUColorTargetState color_state = {};
|
||||
color_state.format = g_renderTargetFormat;
|
||||
color_state.blend = &blend_state;
|
||||
color_state.writeMask = WGPUColorWriteMask_All;
|
||||
|
||||
WGPUFragmentState fragment_state = {};
|
||||
fragment_state.module = pixel_shader_desc.module;
|
||||
fragment_state.entryPoint = pixel_shader_desc.entryPoint;
|
||||
fragment_state.targetCount = 1;
|
||||
fragment_state.targets = &color_state;
|
||||
|
||||
graphics_pipeline_desc.fragment = &fragment_state;
|
||||
|
||||
// Create depth-stencil State
|
||||
WGPUDepthStencilState depth_stencil_state = {};
|
||||
depth_stencil_state.depthBias = 0;
|
||||
depth_stencil_state.depthBiasClamp = 0;
|
||||
depth_stencil_state.depthBiasSlopeScale = 0;
|
||||
|
||||
// Configure disabled depth-stencil state
|
||||
graphics_pipeline_desc.depthStencil = nullptr;
|
||||
|
||||
g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc);
|
||||
|
||||
ImGui_ImplWGPU_CreateFontsTexture();
|
||||
ImGui_ImplWGPU_CreateUniformBuffer();
|
||||
|
||||
// Create resource bind group
|
||||
WGPUBindGroupLayout bg_layouts[2];
|
||||
bg_layouts[0] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 0);
|
||||
bg_layouts[1] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 1);
|
||||
|
||||
WGPUBindGroupEntry common_bg_entries[] =
|
||||
{
|
||||
{ nullptr, 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
|
||||
{ nullptr, 1, 0, 0, 0, g_resources.Sampler, 0 },
|
||||
};
|
||||
|
||||
WGPUBindGroupDescriptor common_bg_descriptor = {};
|
||||
common_bg_descriptor.layout = bg_layouts[0];
|
||||
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
|
||||
common_bg_descriptor.entries = common_bg_entries;
|
||||
g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor);
|
||||
|
||||
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView);
|
||||
g_resources.ImageBindGroup = image_bind_group;
|
||||
g_resources.ImageBindGroupLayout = bg_layouts[1];
|
||||
g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
|
||||
|
||||
SafeRelease(vertex_shader_desc.module);
|
||||
SafeRelease(pixel_shader_desc.module);
|
||||
SafeRelease(bg_layouts[0]);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplWGPU_InvalidateDeviceObjects(void)
|
||||
{
|
||||
if (!g_wgpuDevice)
|
||||
return;
|
||||
|
||||
SafeRelease(g_pipelineState);
|
||||
SafeRelease(g_resources);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->SetTexID(nullptr); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
|
||||
for (unsigned int i = 0; i < g_numFramesInFlight; i++)
|
||||
SafeRelease(g_pFrameResources[i]);
|
||||
}
|
||||
|
||||
bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, const Config* config)
|
||||
{
|
||||
g_config = *config;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_webgpu";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
g_wgpuDevice = device;
|
||||
g_defaultQueue = wgpuDeviceGetQueue(g_wgpuDevice);
|
||||
g_renderTargetFormat = rt_format;
|
||||
g_pFrameResources = new FrameResources[num_frames_in_flight];
|
||||
g_numFramesInFlight = num_frames_in_flight;
|
||||
g_frameIndex = UINT_MAX;
|
||||
|
||||
g_resources.FontTexture = nullptr;
|
||||
g_resources.FontTextureView = nullptr;
|
||||
g_resources.Sampler = nullptr;
|
||||
g_resources.Uniforms = nullptr;
|
||||
g_resources.CommonBindGroup = nullptr;
|
||||
g_resources.ImageBindGroups.Data.reserve(100);
|
||||
g_resources.ImageBindGroup = nullptr;
|
||||
g_resources.ImageBindGroupLayout = nullptr;
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
{
|
||||
FrameResources* fr = &g_pFrameResources[i];
|
||||
fr->IndexBuffer = nullptr;
|
||||
fr->VertexBuffer = nullptr;
|
||||
fr->IndexBufferHost = nullptr;
|
||||
fr->VertexBufferHost = nullptr;
|
||||
fr->IndexBufferSize = 10000;
|
||||
fr->VertexBufferSize = 5000;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplWGPU_Shutdown(void)
|
||||
{
|
||||
// mziulek: Explicitly release the memory reserved in ImGui_ImplWGPU_Init().
|
||||
g_resources.ImageBindGroups.Clear();
|
||||
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
delete[] g_pFrameResources;
|
||||
g_pFrameResources = nullptr;
|
||||
wgpuQueueRelease(g_defaultQueue);
|
||||
g_wgpuDevice = nullptr;
|
||||
g_numFramesInFlight = 0;
|
||||
g_frameIndex = UINT_MAX;
|
||||
}
|
||||
|
||||
void ImGui_ImplWGPU_NewFrame(void)
|
||||
{
|
||||
if (!g_pipelineState)
|
||||
ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
}
|
805
libs/imgui/backends/imgui_impl_win32.cpp
Normal file
805
libs/imgui/backends/imgui_impl_win32.cpp
Normal file
@@ -0,0 +1,805 @@
|
||||
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits 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 dear imgui)
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
|
||||
#include <tchar.h>
|
||||
#include <dwmapi.h>
|
||||
|
||||
// Configuration flags to add in your imconfig.h file:
|
||||
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
|
||||
|
||||
// Using XInput for gamepad (will load DLL dynamically)
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
#include <xinput.h>
|
||||
typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
|
||||
typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
#endif
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
|
||||
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
|
||||
// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
|
||||
// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
|
||||
// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
|
||||
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events).
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
|
||||
// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
|
||||
// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
|
||||
// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
|
||||
// 2021-01-25: Inputs: Dynamically loading XInput DLL.
|
||||
// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
|
||||
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
|
||||
// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
|
||||
// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
|
||||
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||
// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
|
||||
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
|
||||
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
|
||||
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 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(nullptr) when io.MouseDrawCursor is set.
|
||||
|
||||
struct ImGui_ImplWin32_Data
|
||||
{
|
||||
HWND hWnd;
|
||||
HWND MouseHwnd;
|
||||
bool MouseTracked;
|
||||
int MouseButtonsDown;
|
||||
INT64 Time;
|
||||
INT64 TicksPerSecond;
|
||||
ImGuiMouseCursor LastMouseCursor;
|
||||
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
bool HasGamepad;
|
||||
bool WantUpdateHasGamepad;
|
||||
HMODULE XInputDLL;
|
||||
PFN_XInputGetCapabilities XInputGetCapabilities;
|
||||
PFN_XInputGetState XInputGetState;
|
||||
#endif
|
||||
|
||||
ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
INT64 perf_frequency, perf_counter;
|
||||
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
|
||||
return false;
|
||||
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
|
||||
return false;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_win32";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->hWnd = (HWND)hwnd;
|
||||
bd->TicksPerSecond = perf_frequency;
|
||||
bd->Time = perf_counter;
|
||||
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
|
||||
|
||||
// Dynamically load XInput library
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
bd->WantUpdateHasGamepad = true;
|
||||
const char* xinput_dll_names[] =
|
||||
{
|
||||
"xinput1_4.dll", // Windows 8+
|
||||
"xinput1_3.dll", // DirectX SDK
|
||||
"xinput9_1_0.dll", // Windows Vista, Windows 7
|
||||
"xinput1_2.dll", // DirectX SDK
|
||||
"xinput1_1.dll" // DirectX SDK
|
||||
};
|
||||
for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
|
||||
if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
|
||||
{
|
||||
bd->XInputDLL = dll;
|
||||
bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
|
||||
bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
|
||||
break;
|
||||
}
|
||||
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_Shutdown()
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Unload XInput library
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
if (bd->XInputDLL)
|
||||
::FreeLibrary(bd->XInputDLL);
|
||||
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
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(nullptr);
|
||||
}
|
||||
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;
|
||||
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
|
||||
}
|
||||
::SetCursor(::LoadCursor(nullptr, win32_cursor));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
static bool IsVkDown(int vk)
|
||||
{
|
||||
return (::GetKeyState(vk) & 0x8000) != 0;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(key, down);
|
||||
io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
|
||||
IM_UNUSED(native_scancode);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
|
||||
{
|
||||
// Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
|
||||
if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
|
||||
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
|
||||
if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
|
||||
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
|
||||
|
||||
// Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
|
||||
if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
|
||||
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
|
||||
if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
|
||||
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_UpdateKeyModifiers()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
|
||||
io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
|
||||
io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
|
||||
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(bd->hWnd != 0);
|
||||
|
||||
const bool is_app_focused = (::GetForegroundWindow() == bd->hWnd);
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui 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 };
|
||||
if (::ClientToScreen(bd->hWnd, &pos))
|
||||
::SetCursorPos(pos.x, pos.y);
|
||||
}
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
|
||||
if (!io.WantSetMousePos && !bd->MouseTracked)
|
||||
{
|
||||
POINT pos;
|
||||
if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
|
||||
io.AddMousePosEvent((float)pos.x, (float)pos.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Gamepad navigation mapping
|
||||
static void ImGui_ImplWin32_UpdateGamepads()
|
||||
{
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
//if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
// return;
|
||||
|
||||
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
|
||||
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
|
||||
if (bd->WantUpdateHasGamepad)
|
||||
{
|
||||
XINPUT_CAPABILITIES caps = {};
|
||||
bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
|
||||
bd->WantUpdateHasGamepad = false;
|
||||
}
|
||||
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
XINPUT_STATE xinput_state;
|
||||
XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
|
||||
if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
|
||||
return;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
|
||||
#define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect = { 0, 0, 0, 0 };
|
||||
::GetClientRect(bd->hWnd, &rect);
|
||||
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
||||
|
||||
// Setup time step
|
||||
INT64 current_time = 0;
|
||||
::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
|
||||
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
|
||||
bd->Time = current_time;
|
||||
|
||||
// Update OS mouse position
|
||||
ImGui_ImplWin32_UpdateMouseData();
|
||||
|
||||
// Process workarounds for known Windows key handling issues
|
||||
ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
|
||||
|
||||
// Update OS mouse cursor with the cursor requested by imgui
|
||||
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
||||
if (bd->LastMouseCursor != mouse_cursor)
|
||||
{
|
||||
bd->LastMouseCursor = mouse_cursor;
|
||||
ImGui_ImplWin32_UpdateMouseCursor();
|
||||
}
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplWin32_UpdateGamepads();
|
||||
}
|
||||
|
||||
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
|
||||
#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
|
||||
|
||||
// Map VK_xxx to ImGuiKey_xxx.
|
||||
static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
|
||||
{
|
||||
switch (wParam)
|
||||
{
|
||||
case VK_TAB: return ImGuiKey_Tab;
|
||||
case VK_LEFT: return ImGuiKey_LeftArrow;
|
||||
case VK_RIGHT: return ImGuiKey_RightArrow;
|
||||
case VK_UP: return ImGuiKey_UpArrow;
|
||||
case VK_DOWN: return ImGuiKey_DownArrow;
|
||||
case VK_PRIOR: return ImGuiKey_PageUp;
|
||||
case VK_NEXT: return ImGuiKey_PageDown;
|
||||
case VK_HOME: return ImGuiKey_Home;
|
||||
case VK_END: return ImGuiKey_End;
|
||||
case VK_INSERT: return ImGuiKey_Insert;
|
||||
case VK_DELETE: return ImGuiKey_Delete;
|
||||
case VK_BACK: return ImGuiKey_Backspace;
|
||||
case VK_SPACE: return ImGuiKey_Space;
|
||||
case VK_RETURN: return ImGuiKey_Enter;
|
||||
case VK_ESCAPE: return ImGuiKey_Escape;
|
||||
case VK_OEM_7: return ImGuiKey_Apostrophe;
|
||||
case VK_OEM_COMMA: return ImGuiKey_Comma;
|
||||
case VK_OEM_MINUS: return ImGuiKey_Minus;
|
||||
case VK_OEM_PERIOD: return ImGuiKey_Period;
|
||||
case VK_OEM_2: return ImGuiKey_Slash;
|
||||
case VK_OEM_1: return ImGuiKey_Semicolon;
|
||||
case VK_OEM_PLUS: return ImGuiKey_Equal;
|
||||
case VK_OEM_4: return ImGuiKey_LeftBracket;
|
||||
case VK_OEM_5: return ImGuiKey_Backslash;
|
||||
case VK_OEM_6: return ImGuiKey_RightBracket;
|
||||
case VK_OEM_3: return ImGuiKey_GraveAccent;
|
||||
case VK_CAPITAL: return ImGuiKey_CapsLock;
|
||||
case VK_SCROLL: return ImGuiKey_ScrollLock;
|
||||
case VK_NUMLOCK: return ImGuiKey_NumLock;
|
||||
case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
|
||||
case VK_PAUSE: return ImGuiKey_Pause;
|
||||
case VK_NUMPAD0: return ImGuiKey_Keypad0;
|
||||
case VK_NUMPAD1: return ImGuiKey_Keypad1;
|
||||
case VK_NUMPAD2: return ImGuiKey_Keypad2;
|
||||
case VK_NUMPAD3: return ImGuiKey_Keypad3;
|
||||
case VK_NUMPAD4: return ImGuiKey_Keypad4;
|
||||
case VK_NUMPAD5: return ImGuiKey_Keypad5;
|
||||
case VK_NUMPAD6: return ImGuiKey_Keypad6;
|
||||
case VK_NUMPAD7: return ImGuiKey_Keypad7;
|
||||
case VK_NUMPAD8: return ImGuiKey_Keypad8;
|
||||
case VK_NUMPAD9: return ImGuiKey_Keypad9;
|
||||
case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
|
||||
case VK_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
|
||||
case VK_ADD: return ImGuiKey_KeypadAdd;
|
||||
case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case VK_LSHIFT: return ImGuiKey_LeftShift;
|
||||
case VK_LCONTROL: return ImGuiKey_LeftCtrl;
|
||||
case VK_LMENU: return ImGuiKey_LeftAlt;
|
||||
case VK_LWIN: return ImGuiKey_LeftSuper;
|
||||
case VK_RSHIFT: return ImGuiKey_RightShift;
|
||||
case VK_RCONTROL: return ImGuiKey_RightCtrl;
|
||||
case VK_RMENU: return ImGuiKey_RightAlt;
|
||||
case VK_RWIN: return ImGuiKey_RightSuper;
|
||||
case VK_APPS: return ImGuiKey_Menu;
|
||||
case '0': return ImGuiKey_0;
|
||||
case '1': return ImGuiKey_1;
|
||||
case '2': return ImGuiKey_2;
|
||||
case '3': return ImGuiKey_3;
|
||||
case '4': return ImGuiKey_4;
|
||||
case '5': return ImGuiKey_5;
|
||||
case '6': return ImGuiKey_6;
|
||||
case '7': return ImGuiKey_7;
|
||||
case '8': return ImGuiKey_8;
|
||||
case '9': return ImGuiKey_9;
|
||||
case 'A': return ImGuiKey_A;
|
||||
case 'B': return ImGuiKey_B;
|
||||
case 'C': return ImGuiKey_C;
|
||||
case 'D': return ImGuiKey_D;
|
||||
case 'E': return ImGuiKey_E;
|
||||
case 'F': return ImGuiKey_F;
|
||||
case 'G': return ImGuiKey_G;
|
||||
case 'H': return ImGuiKey_H;
|
||||
case 'I': return ImGuiKey_I;
|
||||
case 'J': return ImGuiKey_J;
|
||||
case 'K': return ImGuiKey_K;
|
||||
case 'L': return ImGuiKey_L;
|
||||
case 'M': return ImGuiKey_M;
|
||||
case 'N': return ImGuiKey_N;
|
||||
case 'O': return ImGuiKey_O;
|
||||
case 'P': return ImGuiKey_P;
|
||||
case 'Q': return ImGuiKey_Q;
|
||||
case 'R': return ImGuiKey_R;
|
||||
case 'S': return ImGuiKey_S;
|
||||
case 'T': return ImGuiKey_T;
|
||||
case 'U': return ImGuiKey_U;
|
||||
case 'V': return ImGuiKey_V;
|
||||
case 'W': return ImGuiKey_W;
|
||||
case 'X': return ImGuiKey_X;
|
||||
case 'Y': return ImGuiKey_Y;
|
||||
case 'Z': return ImGuiKey_Z;
|
||||
case VK_F1: return ImGuiKey_F1;
|
||||
case VK_F2: return ImGuiKey_F2;
|
||||
case VK_F3: return ImGuiKey_F3;
|
||||
case VK_F4: return ImGuiKey_F4;
|
||||
case VK_F5: return ImGuiKey_F5;
|
||||
case VK_F6: return ImGuiKey_F6;
|
||||
case VK_F7: return ImGuiKey_F7;
|
||||
case VK_F8: return ImGuiKey_F8;
|
||||
case VK_F9: return ImGuiKey_F9;
|
||||
case VK_F10: return ImGuiKey_F10;
|
||||
case VK_F11: return ImGuiKey_F11;
|
||||
case VK_F12: return ImGuiKey_F12;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
|
||||
#ifndef WM_MOUSEHWHEEL
|
||||
#define WM_MOUSEHWHEEL 0x020E
|
||||
#endif
|
||||
#ifndef DBT_DEVNODES_CHANGED
|
||||
#define DBT_DEVNODES_CHANGED 0x0007
|
||||
#endif
|
||||
|
||||
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
|
||||
// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
|
||||
// When implementing your own backend, 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, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// 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 coordinates 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.
|
||||
#if 0
|
||||
// Copy this line into your .cpp file to forward declare the function.
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
#endif
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui::GetCurrentContext() == nullptr)
|
||||
return 0;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_MOUSEMOVE:
|
||||
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
|
||||
bd->MouseHwnd = hwnd;
|
||||
if (!bd->MouseTracked)
|
||||
{
|
||||
TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 };
|
||||
::TrackMouseEvent(&tme);
|
||||
bd->MouseTracked = true;
|
||||
}
|
||||
io.AddMousePosEvent((float)GET_X_LPARAM(lParam), (float)GET_Y_LPARAM(lParam));
|
||||
break;
|
||||
case WM_MOUSELEAVE:
|
||||
if (bd->MouseHwnd == hwnd)
|
||||
bd->MouseHwnd = nullptr;
|
||||
bd->MouseTracked = false;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
break;
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
|
||||
{
|
||||
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 (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
|
||||
::SetCapture(hwnd);
|
||||
bd->MouseButtonsDown |= 1 << button;
|
||||
io.AddMouseButtonEvent(button, true);
|
||||
return 0;
|
||||
}
|
||||
case WM_LBUTTONUP:
|
||||
case WM_RBUTTONUP:
|
||||
case WM_MBUTTONUP:
|
||||
case WM_XBUTTONUP:
|
||||
{
|
||||
int button = 0;
|
||||
if (msg == WM_LBUTTONUP) { button = 0; }
|
||||
if (msg == WM_RBUTTONUP) { button = 1; }
|
||||
if (msg == WM_MBUTTONUP) { button = 2; }
|
||||
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
bd->MouseButtonsDown &= ~(1 << button);
|
||||
if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
|
||||
::ReleaseCapture();
|
||||
io.AddMouseButtonEvent(button, false);
|
||||
return 0;
|
||||
}
|
||||
case WM_MOUSEWHEEL:
|
||||
io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
|
||||
return 0;
|
||||
case WM_MOUSEHWHEEL:
|
||||
io.AddMouseWheelEvent((float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
|
||||
return 0;
|
||||
case WM_KEYDOWN:
|
||||
case WM_KEYUP:
|
||||
case WM_SYSKEYDOWN:
|
||||
case WM_SYSKEYUP:
|
||||
{
|
||||
const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
|
||||
if (wParam < 256)
|
||||
{
|
||||
// Submit modifiers
|
||||
ImGui_ImplWin32_UpdateKeyModifiers();
|
||||
|
||||
// Obtain virtual key code
|
||||
// (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
|
||||
int vk = (int)wParam;
|
||||
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
|
||||
vk = IM_VK_KEYPAD_ENTER;
|
||||
|
||||
// Submit key event
|
||||
const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
|
||||
const int scancode = (int)LOBYTE(HIWORD(lParam));
|
||||
if (key != ImGuiKey_None)
|
||||
ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
|
||||
|
||||
// Submit individual left/right modifier events
|
||||
if (vk == VK_SHIFT)
|
||||
{
|
||||
// Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
|
||||
if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
|
||||
if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
|
||||
}
|
||||
else if (vk == VK_CONTROL)
|
||||
{
|
||||
if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
|
||||
if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
|
||||
}
|
||||
else if (vk == VK_MENU)
|
||||
{
|
||||
if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
|
||||
if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
case WM_SETFOCUS:
|
||||
case WM_KILLFOCUS:
|
||||
io.AddFocusEvent(msg == WM_SETFOCUS);
|
||||
return 0;
|
||||
case WM_CHAR:
|
||||
if (::IsWindowUnicode(hwnd))
|
||||
{
|
||||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||
if (wParam > 0 && wParam < 0x10000)
|
||||
io.AddInputCharacterUTF16((unsigned short)wParam);
|
||||
}
|
||||
else
|
||||
{
|
||||
wchar_t wch = 0;
|
||||
::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
|
||||
io.AddInputCharacter(wch);
|
||||
}
|
||||
return 0;
|
||||
case WM_SETCURSOR:
|
||||
// This is required to restore cursor when transitioning from e.g resize borders to client area.
|
||||
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
|
||||
return 1;
|
||||
return 0;
|
||||
case WM_DEVICECHANGE:
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
|
||||
bd->WantUpdateHasGamepad = true;
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// DPI-related helpers (optional)
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// - Use to enable DPI awareness without having to create an application manifest.
|
||||
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
|
||||
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
|
||||
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
|
||||
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
|
||||
// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
|
||||
// If you are trying to implement your own backend for your own engine, you may ignore that noise.
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
|
||||
// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
|
||||
static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
|
||||
{
|
||||
typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
|
||||
static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
|
||||
if (RtlVerifyVersionInfoFn == nullptr)
|
||||
if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
|
||||
RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
|
||||
if (RtlVerifyVersionInfoFn == nullptr)
|
||||
return FALSE;
|
||||
|
||||
RTL_OSVERSIONINFOEXW versionInfo = { };
|
||||
ULONGLONG conditionMask = 0;
|
||||
versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
|
||||
versionInfo.dwMajorVersion = major;
|
||||
versionInfo.dwMinorVersion = minor;
|
||||
VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
|
||||
VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
|
||||
return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
|
||||
}
|
||||
|
||||
#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
|
||||
#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
|
||||
#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
|
||||
#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
|
||||
|
||||
#ifndef DPI_ENUMS_DECLARED
|
||||
typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
|
||||
typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
|
||||
#endif
|
||||
#ifndef _DPI_AWARENESS_CONTEXTS_
|
||||
DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
|
||||
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
|
||||
#endif
|
||||
#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
|
||||
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
|
||||
#endif
|
||||
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
|
||||
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
|
||||
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
|
||||
|
||||
// Helper function to enable DPI awareness without setting up a manifest
|
||||
void ImGui_ImplWin32_EnableDpiAwareness()
|
||||
{
|
||||
if (_IsWindows10OrGreater())
|
||||
{
|
||||
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
|
||||
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
|
||||
{
|
||||
SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (_IsWindows8Point1OrGreater())
|
||||
{
|
||||
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
|
||||
if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
|
||||
{
|
||||
SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
|
||||
return;
|
||||
}
|
||||
}
|
||||
#if _WIN32_WINNT >= 0x0600
|
||||
::SetProcessDPIAware();
|
||||
#endif
|
||||
}
|
||||
|
||||
#if defined(_MSC_VER) && !defined(NOGDI)
|
||||
#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
|
||||
#endif
|
||||
|
||||
float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
|
||||
{
|
||||
UINT xdpi = 96, ydpi = 96;
|
||||
if (_IsWindows8Point1OrGreater())
|
||||
{
|
||||
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
|
||||
static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
|
||||
if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
|
||||
GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
|
||||
if (GetDpiForMonitorFn != nullptr)
|
||||
{
|
||||
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
|
||||
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
||||
return xdpi / 96.0f;
|
||||
}
|
||||
}
|
||||
#ifndef NOGDI
|
||||
const HDC dc = ::GetDC(nullptr);
|
||||
xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
|
||||
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
|
||||
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
||||
::ReleaseDC(nullptr, dc);
|
||||
#endif
|
||||
return xdpi / 96.0f;
|
||||
}
|
||||
|
||||
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
|
||||
{
|
||||
HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
|
||||
return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
// Transparency related helpers (optional)
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
#if defined(_MSC_VER)
|
||||
#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
|
||||
#endif
|
||||
|
||||
// [experimental]
|
||||
// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
|
||||
// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
|
||||
void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
|
||||
{
|
||||
if (!_IsWindowsVistaOrGreater())
|
||||
return;
|
||||
|
||||
BOOL composition;
|
||||
if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
|
||||
return;
|
||||
|
||||
BOOL opaque;
|
||||
DWORD color;
|
||||
if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
|
||||
{
|
||||
HRGN region = ::CreateRectRgn(0, 0, -1, -1);
|
||||
DWM_BLURBEHIND bb = {};
|
||||
bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
|
||||
bb.hRgnBlur = region;
|
||||
bb.fEnable = TRUE;
|
||||
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
|
||||
::DeleteObject(region);
|
||||
}
|
||||
else
|
||||
{
|
||||
DWM_BLURBEHIND bb = {};
|
||||
bb.dwFlags = DWM_BB_ENABLE;
|
||||
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------
|
48
libs/imgui/backends/imgui_impl_win32.h
Normal file
48
libs/imgui/backends/imgui_impl_win32.h
Normal file
@@ -0,0 +1,48 @@
|
||||
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits 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 dear imgui)
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
extern "C" { // mziulek
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
|
||||
|
||||
// Win32 message handler your application need to call.
|
||||
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
|
||||
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
|
||||
// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
|
||||
|
||||
#if 0
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
#endif
|
||||
|
||||
// DPI-related helpers (optional)
|
||||
// - Use to enable DPI awareness without having to create an application manifest.
|
||||
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
|
||||
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
|
||||
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
|
||||
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
|
||||
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
|
||||
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
|
||||
|
||||
// Transparency related helpers (optional) [experimental]
|
||||
// - Use to enable alpha compositing transparency with the desktop.
|
||||
// - Use together with e.g. clearing your framebuffer with zero-alpha.
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd
|
||||
|
||||
}
|
Reference in New Issue
Block a user