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backends/imgui_impl_allegro5.cpp
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613
backends/imgui_impl_allegro5.cpp
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// dear imgui: Renderer + Platform Backend for Allegro 5
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// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
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// [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 ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Clipboard support (from Allegro 5.1.12)
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Issues:
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// [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually.
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// [ ] Platform: Missing gamepad support.
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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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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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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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// 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
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// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
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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: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: Change blending equation to preserve alpha in output buffer.
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// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
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// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-11-30: Platform: Added touchscreen support.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
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// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
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// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-06-13: Renderer: Stopped using al_draw_indexed_prim() as it is buggy in Allegro's DX9 backend.
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// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
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// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
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// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_allegro5.h"
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#include <stdint.h> // uint64_t
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#include <cstring> // memcpy
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// Allegro
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#include <allegro5/allegro.h>
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#include <allegro5/allegro_primitives.h>
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#ifdef _WIN32
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#include <allegro5/allegro_windows.h>
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#endif
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#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
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#define ALLEGRO_HAS_DRAW_INDEXED_PRIM (ALLEGRO_VERSION_INT >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5
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// Visual Studio warnings
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#ifdef _MSC_VER
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#pragma warning (disable: 4127) // condition expression is constant
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#endif
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struct ImDrawVertAllegro
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{
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ImVec2 pos;
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ImVec2 uv;
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ALLEGRO_COLOR col;
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};
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// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
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// FIXME-OPT: Consider inlining al_map_rgba()?
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// see https://github.com/liballeg/allegro5/blob/master/src/pixels.c#L554
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// and https://github.com/liballeg/allegro5/blob/master/include/allegro5/internal/aintern_pixels.h
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#define DRAW_VERT_IMGUI_TO_ALLEGRO(DST, SRC) { (DST)->pos = (SRC)->pos; (DST)->uv = (SRC)->uv; unsigned char* c = (unsigned char*)&(SRC)->col; (DST)->col = al_map_rgba(c[0], c[1], c[2], c[3]); }
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// Allegro Data
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struct ImGui_ImplAllegro5_Data
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{
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ALLEGRO_DISPLAY* Display;
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ALLEGRO_BITMAP* Texture;
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double Time;
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ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible;
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ALLEGRO_VERTEX_DECL* VertexDecl;
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char* ClipboardTextData;
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ImVector<ImDrawVertAllegro> BufVertices;
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ImVector<int> BufIndices;
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ImGui_ImplAllegro5_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendPlatformUserData 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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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; }
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static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
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{
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// Setup blending
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al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA);
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// Setup orthographic projection matrix
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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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{
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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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ALLEGRO_TRANSFORM transform;
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al_identity_transform(&transform);
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al_use_transform(&transform);
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al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f);
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al_use_projection_transform(&transform);
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}
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}
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// Render function.
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void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
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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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// Backup Allegro state that will be modified
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
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ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
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int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
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al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h);
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int last_blender_op, last_blender_src, last_blender_dst;
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al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst);
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// Setup desired render state
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ImGui_ImplAllegro5_SetupRenderState(draw_data);
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// Render command lists
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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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ImVector<ImDrawVertAllegro>& vertices = bd->BufVertices;
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#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
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vertices.resize(cmd_list->VtxBuffer.Size);
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for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
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{
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const ImDrawVert* src_v = &cmd_list->VtxBuffer[i];
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ImDrawVertAllegro* dst_v = &vertices[i];
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DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
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}
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const int* indices = nullptr;
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if (sizeof(ImDrawIdx) == 2)
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{
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// FIXME-OPT: Allegro doesn't support 16-bit indices.
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// You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
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// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
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bd->BufIndices.resize(cmd_list->IdxBuffer.Size);
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for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
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bd->BufIndices[i] = (int)cmd_list->IdxBuffer.Data[i];
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indices = bd->BufIndices.Data;
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}
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else if (sizeof(ImDrawIdx) == 4)
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{
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indices = (const int*)cmd_list->IdxBuffer.Data;
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}
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#else
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// Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format.
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vertices.resize(cmd_list->IdxBuffer.Size);
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for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
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{
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const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
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ImDrawVertAllegro* dst_v = &vertices[i];
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DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
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}
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#endif
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// Render command lists
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ImVec2 clip_off = draw_data->DisplayPos;
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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)
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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_ImplAllegro5_SetupRenderState(draw_data);
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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, Draw
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ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
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al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y);
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#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
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al_draw_indexed_prim(&vertices[0], bd->VertexDecl, texture, &indices[pcmd->IdxOffset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
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#else
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al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
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#endif
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}
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}
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}
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// Restore modified Allegro state
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al_set_blender(last_blender_op, last_blender_src, last_blender_dst);
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al_set_clipping_rectangle(last_clip_x, last_clip_y, last_clip_w, last_clip_h);
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al_use_transform(&last_transform);
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al_use_projection_transform(&last_projection_transform);
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}
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bool ImGui_ImplAllegro5_CreateDeviceObjects()
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{
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// Build texture atlas
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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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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// Create texture
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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int flags = al_get_new_bitmap_flags();
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int fmt = al_get_new_bitmap_format();
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al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
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al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
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ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
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al_set_new_bitmap_flags(flags);
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al_set_new_bitmap_format(fmt);
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if (!img)
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return false;
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ALLEGRO_LOCKED_REGION* locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
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if (!locked_img)
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{
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al_destroy_bitmap(img);
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return false;
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}
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memcpy(locked_img->data, pixels, sizeof(int) * width * height);
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al_unlock_bitmap(img);
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// Convert software texture to hardware texture.
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ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
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al_destroy_bitmap(img);
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if (!cloned_img)
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return false;
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img);
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bd->Texture = cloned_img;
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// Create an invisible mouse cursor
|
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// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
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ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8);
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bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
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al_destroy_bitmap(mouse_cursor);
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return true;
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}
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void ImGui_ImplAllegro5_InvalidateDeviceObjects()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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if (bd->Texture)
|
||||
{
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io.Fonts->SetTexID(0);
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al_destroy_bitmap(bd->Texture);
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bd->Texture = nullptr;
|
||||
}
|
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if (bd->MouseCursorInvisible)
|
||||
{
|
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al_destroy_mouse_cursor(bd->MouseCursorInvisible);
|
||||
bd->MouseCursorInvisible = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
#if ALLEGRO_HAS_CLIPBOARD
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||||
static const char* ImGui_ImplAllegro5_GetClipboardText(void*)
|
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{
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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if (bd->ClipboardTextData)
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al_free(bd->ClipboardTextData);
|
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bd->ClipboardTextData = al_get_clipboard_text(bd->Display);
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||||
return bd->ClipboardTextData;
|
||||
}
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static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text)
|
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{
|
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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al_set_clipboard_text(bd->Display, text);
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}
|
||||
#endif
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|
||||
static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
|
||||
{
|
||||
switch (key_code)
|
||||
{
|
||||
case ALLEGRO_KEY_TAB: return ImGuiKey_Tab;
|
||||
case ALLEGRO_KEY_LEFT: return ImGuiKey_LeftArrow;
|
||||
case ALLEGRO_KEY_RIGHT: return ImGuiKey_RightArrow;
|
||||
case ALLEGRO_KEY_UP: return ImGuiKey_UpArrow;
|
||||
case ALLEGRO_KEY_DOWN: return ImGuiKey_DownArrow;
|
||||
case ALLEGRO_KEY_PGUP: return ImGuiKey_PageUp;
|
||||
case ALLEGRO_KEY_PGDN: return ImGuiKey_PageDown;
|
||||
case ALLEGRO_KEY_HOME: return ImGuiKey_Home;
|
||||
case ALLEGRO_KEY_END: return ImGuiKey_End;
|
||||
case ALLEGRO_KEY_INSERT: return ImGuiKey_Insert;
|
||||
case ALLEGRO_KEY_DELETE: return ImGuiKey_Delete;
|
||||
case ALLEGRO_KEY_BACKSPACE: return ImGuiKey_Backspace;
|
||||
case ALLEGRO_KEY_SPACE: return ImGuiKey_Space;
|
||||
case ALLEGRO_KEY_ENTER: return ImGuiKey_Enter;
|
||||
case ALLEGRO_KEY_ESCAPE: return ImGuiKey_Escape;
|
||||
case ALLEGRO_KEY_QUOTE: return ImGuiKey_Apostrophe;
|
||||
case ALLEGRO_KEY_COMMA: return ImGuiKey_Comma;
|
||||
case ALLEGRO_KEY_MINUS: return ImGuiKey_Minus;
|
||||
case ALLEGRO_KEY_FULLSTOP: return ImGuiKey_Period;
|
||||
case ALLEGRO_KEY_SLASH: return ImGuiKey_Slash;
|
||||
case ALLEGRO_KEY_SEMICOLON: return ImGuiKey_Semicolon;
|
||||
case ALLEGRO_KEY_EQUALS: return ImGuiKey_Equal;
|
||||
case ALLEGRO_KEY_OPENBRACE: return ImGuiKey_LeftBracket;
|
||||
case ALLEGRO_KEY_BACKSLASH: return ImGuiKey_Backslash;
|
||||
case ALLEGRO_KEY_CLOSEBRACE: return ImGuiKey_RightBracket;
|
||||
case ALLEGRO_KEY_TILDE: return ImGuiKey_GraveAccent;
|
||||
case ALLEGRO_KEY_CAPSLOCK: return ImGuiKey_CapsLock;
|
||||
case ALLEGRO_KEY_SCROLLLOCK: return ImGuiKey_ScrollLock;
|
||||
case ALLEGRO_KEY_NUMLOCK: return ImGuiKey_NumLock;
|
||||
case ALLEGRO_KEY_PRINTSCREEN: return ImGuiKey_PrintScreen;
|
||||
case ALLEGRO_KEY_PAUSE: return ImGuiKey_Pause;
|
||||
case ALLEGRO_KEY_PAD_0: return ImGuiKey_Keypad0;
|
||||
case ALLEGRO_KEY_PAD_1: return ImGuiKey_Keypad1;
|
||||
case ALLEGRO_KEY_PAD_2: return ImGuiKey_Keypad2;
|
||||
case ALLEGRO_KEY_PAD_3: return ImGuiKey_Keypad3;
|
||||
case ALLEGRO_KEY_PAD_4: return ImGuiKey_Keypad4;
|
||||
case ALLEGRO_KEY_PAD_5: return ImGuiKey_Keypad5;
|
||||
case ALLEGRO_KEY_PAD_6: return ImGuiKey_Keypad6;
|
||||
case ALLEGRO_KEY_PAD_7: return ImGuiKey_Keypad7;
|
||||
case ALLEGRO_KEY_PAD_8: return ImGuiKey_Keypad8;
|
||||
case ALLEGRO_KEY_PAD_9: return ImGuiKey_Keypad9;
|
||||
case ALLEGRO_KEY_PAD_DELETE: return ImGuiKey_KeypadDecimal;
|
||||
case ALLEGRO_KEY_PAD_SLASH: return ImGuiKey_KeypadDivide;
|
||||
case ALLEGRO_KEY_PAD_ASTERISK: return ImGuiKey_KeypadMultiply;
|
||||
case ALLEGRO_KEY_PAD_MINUS: return ImGuiKey_KeypadSubtract;
|
||||
case ALLEGRO_KEY_PAD_PLUS: return ImGuiKey_KeypadAdd;
|
||||
case ALLEGRO_KEY_PAD_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case ALLEGRO_KEY_PAD_EQUALS: return ImGuiKey_KeypadEqual;
|
||||
case ALLEGRO_KEY_LCTRL: return ImGuiKey_LeftCtrl;
|
||||
case ALLEGRO_KEY_LSHIFT: return ImGuiKey_LeftShift;
|
||||
case ALLEGRO_KEY_ALT: return ImGuiKey_LeftAlt;
|
||||
case ALLEGRO_KEY_LWIN: return ImGuiKey_LeftSuper;
|
||||
case ALLEGRO_KEY_RCTRL: return ImGuiKey_RightCtrl;
|
||||
case ALLEGRO_KEY_RSHIFT: return ImGuiKey_RightShift;
|
||||
case ALLEGRO_KEY_ALTGR: return ImGuiKey_RightAlt;
|
||||
case ALLEGRO_KEY_RWIN: return ImGuiKey_RightSuper;
|
||||
case ALLEGRO_KEY_MENU: return ImGuiKey_Menu;
|
||||
case ALLEGRO_KEY_0: return ImGuiKey_0;
|
||||
case ALLEGRO_KEY_1: return ImGuiKey_1;
|
||||
case ALLEGRO_KEY_2: return ImGuiKey_2;
|
||||
case ALLEGRO_KEY_3: return ImGuiKey_3;
|
||||
case ALLEGRO_KEY_4: return ImGuiKey_4;
|
||||
case ALLEGRO_KEY_5: return ImGuiKey_5;
|
||||
case ALLEGRO_KEY_6: return ImGuiKey_6;
|
||||
case ALLEGRO_KEY_7: return ImGuiKey_7;
|
||||
case ALLEGRO_KEY_8: return ImGuiKey_8;
|
||||
case ALLEGRO_KEY_9: return ImGuiKey_9;
|
||||
case ALLEGRO_KEY_A: return ImGuiKey_A;
|
||||
case ALLEGRO_KEY_B: return ImGuiKey_B;
|
||||
case ALLEGRO_KEY_C: return ImGuiKey_C;
|
||||
case ALLEGRO_KEY_D: return ImGuiKey_D;
|
||||
case ALLEGRO_KEY_E: return ImGuiKey_E;
|
||||
case ALLEGRO_KEY_F: return ImGuiKey_F;
|
||||
case ALLEGRO_KEY_G: return ImGuiKey_G;
|
||||
case ALLEGRO_KEY_H: return ImGuiKey_H;
|
||||
case ALLEGRO_KEY_I: return ImGuiKey_I;
|
||||
case ALLEGRO_KEY_J: return ImGuiKey_J;
|
||||
case ALLEGRO_KEY_K: return ImGuiKey_K;
|
||||
case ALLEGRO_KEY_L: return ImGuiKey_L;
|
||||
case ALLEGRO_KEY_M: return ImGuiKey_M;
|
||||
case ALLEGRO_KEY_N: return ImGuiKey_N;
|
||||
case ALLEGRO_KEY_O: return ImGuiKey_O;
|
||||
case ALLEGRO_KEY_P: return ImGuiKey_P;
|
||||
case ALLEGRO_KEY_Q: return ImGuiKey_Q;
|
||||
case ALLEGRO_KEY_R: return ImGuiKey_R;
|
||||
case ALLEGRO_KEY_S: return ImGuiKey_S;
|
||||
case ALLEGRO_KEY_T: return ImGuiKey_T;
|
||||
case ALLEGRO_KEY_U: return ImGuiKey_U;
|
||||
case ALLEGRO_KEY_V: return ImGuiKey_V;
|
||||
case ALLEGRO_KEY_W: return ImGuiKey_W;
|
||||
case ALLEGRO_KEY_X: return ImGuiKey_X;
|
||||
case ALLEGRO_KEY_Y: return ImGuiKey_Y;
|
||||
case ALLEGRO_KEY_Z: return ImGuiKey_Z;
|
||||
case ALLEGRO_KEY_F1: return ImGuiKey_F1;
|
||||
case ALLEGRO_KEY_F2: return ImGuiKey_F2;
|
||||
case ALLEGRO_KEY_F3: return ImGuiKey_F3;
|
||||
case ALLEGRO_KEY_F4: return ImGuiKey_F4;
|
||||
case ALLEGRO_KEY_F5: return ImGuiKey_F5;
|
||||
case ALLEGRO_KEY_F6: return ImGuiKey_F6;
|
||||
case ALLEGRO_KEY_F7: return ImGuiKey_F7;
|
||||
case ALLEGRO_KEY_F8: return ImGuiKey_F8;
|
||||
case ALLEGRO_KEY_F9: return ImGuiKey_F9;
|
||||
case ALLEGRO_KEY_F10: return ImGuiKey_F10;
|
||||
case ALLEGRO_KEY_F11: return ImGuiKey_F11;
|
||||
case ALLEGRO_KEY_F12: return ImGuiKey_F12;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
|
||||
bd->Display = display;
|
||||
|
||||
// Create custom vertex declaration.
|
||||
// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
|
||||
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
|
||||
ALLEGRO_VERTEX_ELEMENT elems[] =
|
||||
{
|
||||
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) },
|
||||
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) },
|
||||
{ ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) },
|
||||
{ 0, 0, 0 }
|
||||
};
|
||||
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
|
||||
|
||||
#if ALLEGRO_HAS_CLIPBOARD
|
||||
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
|
||||
io.ClipboardUserData = nullptr;
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplAllegro5_Shutdown()
|
||||
{
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplAllegro5_InvalidateDeviceObjects();
|
||||
if (bd->VertexDecl)
|
||||
al_destroy_vertex_decl(bd->VertexDecl);
|
||||
if (bd->ClipboardTextData)
|
||||
al_free(bd->ClipboardTextData);
|
||||
|
||||
io.BackendPlatformName = io.BackendRendererName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
// ev->keyboard.modifiers seems always zero so using that...
|
||||
static void ImGui_ImplAllegro5_UpdateKeyModifiers()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ALLEGRO_KEYBOARD_STATE keys;
|
||||
al_get_keyboard_state(&keys);
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL));
|
||||
io.AddKeyEvent(ImGuiMod_Shift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT));
|
||||
io.AddKeyEvent(ImGuiMod_Alt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR));
|
||||
io.AddKeyEvent(ImGuiMod_Super, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN));
|
||||
}
|
||||
|
||||
// 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.
|
||||
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
|
||||
switch (ev->type)
|
||||
{
|
||||
case ALLEGRO_EVENT_MOUSE_AXES:
|
||||
if (ev->mouse.display == bd->Display)
|
||||
{
|
||||
io.AddMousePosEvent(ev->mouse.x, ev->mouse.y);
|
||||
io.AddMouseWheelEvent(-ev->mouse.dw, ev->mouse.dz);
|
||||
}
|
||||
return true;
|
||||
case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
|
||||
case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
|
||||
if (ev->mouse.display == bd->Display && ev->mouse.button > 0 && ev->mouse.button <= 5)
|
||||
io.AddMouseButtonEvent(ev->mouse.button - 1, ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_TOUCH_MOVE:
|
||||
if (ev->touch.display == bd->Display)
|
||||
io.AddMousePosEvent(ev->touch.x, ev->touch.y);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_TOUCH_BEGIN:
|
||||
case ALLEGRO_EVENT_TOUCH_END:
|
||||
case ALLEGRO_EVENT_TOUCH_CANCEL:
|
||||
if (ev->touch.display == bd->Display && ev->touch.primary)
|
||||
io.AddMouseButtonEvent(0, ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY:
|
||||
if (ev->mouse.display == bd->Display)
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_KEY_CHAR:
|
||||
if (ev->keyboard.display == bd->Display)
|
||||
if (ev->keyboard.unichar != 0)
|
||||
io.AddInputCharacter((unsigned int)ev->keyboard.unichar);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_KEY_DOWN:
|
||||
case ALLEGRO_EVENT_KEY_UP:
|
||||
if (ev->keyboard.display == bd->Display)
|
||||
{
|
||||
ImGui_ImplAllegro5_UpdateKeyModifiers();
|
||||
ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode);
|
||||
io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN));
|
||||
io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code)
|
||||
}
|
||||
return true;
|
||||
case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT:
|
||||
if (ev->display.source == bd->Display)
|
||||
io.AddFocusEvent(false);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_DISPLAY_SWITCH_IN:
|
||||
if (ev->display.source == bd->Display)
|
||||
{
|
||||
io.AddFocusEvent(true);
|
||||
#if defined(ALLEGRO_UNSTABLE)
|
||||
al_clear_keyboard_state(bd->Display);
|
||||
#endif
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static void ImGui_ImplAllegro5_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return;
|
||||
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible);
|
||||
}
|
||||
else
|
||||
{
|
||||
ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
|
||||
switch (imgui_cursor)
|
||||
{
|
||||
case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
|
||||
case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
|
||||
case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
|
||||
case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
|
||||
case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
|
||||
case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
|
||||
case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
|
||||
}
|
||||
al_set_system_mouse_cursor(bd->Display, cursor_id);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplAllegro5_NewFrame()
|
||||
{
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplAllegro5_Init()?");
|
||||
|
||||
if (!bd->Texture)
|
||||
ImGui_ImplAllegro5_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
w = al_get_display_width(bd->Display);
|
||||
h = al_get_display_height(bd->Display);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
|
||||
// Setup time step
|
||||
double current_time = al_get_time();
|
||||
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
// Setup mouse cursor shape
|
||||
ImGui_ImplAllegro5_UpdateMouseCursor();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
38
backends/imgui_impl_allegro5.h
Normal file
38
backends/imgui_impl_allegro5.h
Normal file
@ -0,0 +1,38 @@
|
||||
// dear imgui: Renderer + Platform Backend for Allegro 5
|
||||
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [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 ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Clipboard support (from Allegro 5.1.12)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Issues:
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// 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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct ALLEGRO_DISPLAY;
|
||||
union ALLEGRO_EVENT;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
|
||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
|
||||
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
304
backends/imgui_impl_android.cpp
Normal file
304
backends/imgui_impl_android.cpp
Normal file
@ -0,0 +1,304 @@
|
||||
// dear imgui: Platform Binding for Android native app
|
||||
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
|
||||
|
||||
// Implemented features:
|
||||
// [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 AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
|
||||
// Missing features:
|
||||
// [ ] Platform: Clipboard support.
|
||||
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
|
||||
// Important:
|
||||
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
|
||||
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
|
||||
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
|
||||
|
||||
// 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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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.
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-03-04: Initial version.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_android.h"
|
||||
#include <time.h>
|
||||
#include <android/native_window.h>
|
||||
#include <android/input.h>
|
||||
#include <android/keycodes.h>
|
||||
#include <android/log.h>
|
||||
|
||||
// Android data
|
||||
static double g_Time = 0.0;
|
||||
static ANativeWindow* g_Window;
|
||||
static char g_LogTag[] = "ImGuiExample";
|
||||
|
||||
static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code)
|
||||
{
|
||||
switch (key_code)
|
||||
{
|
||||
case AKEYCODE_TAB: return ImGuiKey_Tab;
|
||||
case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow;
|
||||
case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow;
|
||||
case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow;
|
||||
case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow;
|
||||
case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp;
|
||||
case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown;
|
||||
case AKEYCODE_MOVE_HOME: return ImGuiKey_Home;
|
||||
case AKEYCODE_MOVE_END: return ImGuiKey_End;
|
||||
case AKEYCODE_INSERT: return ImGuiKey_Insert;
|
||||
case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete;
|
||||
case AKEYCODE_DEL: return ImGuiKey_Backspace;
|
||||
case AKEYCODE_SPACE: return ImGuiKey_Space;
|
||||
case AKEYCODE_ENTER: return ImGuiKey_Enter;
|
||||
case AKEYCODE_ESCAPE: return ImGuiKey_Escape;
|
||||
case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
|
||||
case AKEYCODE_COMMA: return ImGuiKey_Comma;
|
||||
case AKEYCODE_MINUS: return ImGuiKey_Minus;
|
||||
case AKEYCODE_PERIOD: return ImGuiKey_Period;
|
||||
case AKEYCODE_SLASH: return ImGuiKey_Slash;
|
||||
case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon;
|
||||
case AKEYCODE_EQUALS: return ImGuiKey_Equal;
|
||||
case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket;
|
||||
case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash;
|
||||
case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket;
|
||||
case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent;
|
||||
case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock;
|
||||
case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock;
|
||||
case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock;
|
||||
case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen;
|
||||
case AKEYCODE_BREAK: return ImGuiKey_Pause;
|
||||
case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0;
|
||||
case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1;
|
||||
case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2;
|
||||
case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3;
|
||||
case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4;
|
||||
case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5;
|
||||
case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6;
|
||||
case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7;
|
||||
case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8;
|
||||
case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9;
|
||||
case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal;
|
||||
case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract;
|
||||
case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd;
|
||||
case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual;
|
||||
case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl;
|
||||
case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift;
|
||||
case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt;
|
||||
case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper;
|
||||
case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl;
|
||||
case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift;
|
||||
case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt;
|
||||
case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper;
|
||||
case AKEYCODE_MENU: return ImGuiKey_Menu;
|
||||
case AKEYCODE_0: return ImGuiKey_0;
|
||||
case AKEYCODE_1: return ImGuiKey_1;
|
||||
case AKEYCODE_2: return ImGuiKey_2;
|
||||
case AKEYCODE_3: return ImGuiKey_3;
|
||||
case AKEYCODE_4: return ImGuiKey_4;
|
||||
case AKEYCODE_5: return ImGuiKey_5;
|
||||
case AKEYCODE_6: return ImGuiKey_6;
|
||||
case AKEYCODE_7: return ImGuiKey_7;
|
||||
case AKEYCODE_8: return ImGuiKey_8;
|
||||
case AKEYCODE_9: return ImGuiKey_9;
|
||||
case AKEYCODE_A: return ImGuiKey_A;
|
||||
case AKEYCODE_B: return ImGuiKey_B;
|
||||
case AKEYCODE_C: return ImGuiKey_C;
|
||||
case AKEYCODE_D: return ImGuiKey_D;
|
||||
case AKEYCODE_E: return ImGuiKey_E;
|
||||
case AKEYCODE_F: return ImGuiKey_F;
|
||||
case AKEYCODE_G: return ImGuiKey_G;
|
||||
case AKEYCODE_H: return ImGuiKey_H;
|
||||
case AKEYCODE_I: return ImGuiKey_I;
|
||||
case AKEYCODE_J: return ImGuiKey_J;
|
||||
case AKEYCODE_K: return ImGuiKey_K;
|
||||
case AKEYCODE_L: return ImGuiKey_L;
|
||||
case AKEYCODE_M: return ImGuiKey_M;
|
||||
case AKEYCODE_N: return ImGuiKey_N;
|
||||
case AKEYCODE_O: return ImGuiKey_O;
|
||||
case AKEYCODE_P: return ImGuiKey_P;
|
||||
case AKEYCODE_Q: return ImGuiKey_Q;
|
||||
case AKEYCODE_R: return ImGuiKey_R;
|
||||
case AKEYCODE_S: return ImGuiKey_S;
|
||||
case AKEYCODE_T: return ImGuiKey_T;
|
||||
case AKEYCODE_U: return ImGuiKey_U;
|
||||
case AKEYCODE_V: return ImGuiKey_V;
|
||||
case AKEYCODE_W: return ImGuiKey_W;
|
||||
case AKEYCODE_X: return ImGuiKey_X;
|
||||
case AKEYCODE_Y: return ImGuiKey_Y;
|
||||
case AKEYCODE_Z: return ImGuiKey_Z;
|
||||
case AKEYCODE_F1: return ImGuiKey_F1;
|
||||
case AKEYCODE_F2: return ImGuiKey_F2;
|
||||
case AKEYCODE_F3: return ImGuiKey_F3;
|
||||
case AKEYCODE_F4: return ImGuiKey_F4;
|
||||
case AKEYCODE_F5: return ImGuiKey_F5;
|
||||
case AKEYCODE_F6: return ImGuiKey_F6;
|
||||
case AKEYCODE_F7: return ImGuiKey_F7;
|
||||
case AKEYCODE_F8: return ImGuiKey_F8;
|
||||
case AKEYCODE_F9: return ImGuiKey_F9;
|
||||
case AKEYCODE_F10: return ImGuiKey_F10;
|
||||
case AKEYCODE_F11: return ImGuiKey_F11;
|
||||
case AKEYCODE_F12: return ImGuiKey_F12;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int32_t event_type = AInputEvent_getType(input_event);
|
||||
switch (event_type)
|
||||
{
|
||||
case AINPUT_EVENT_TYPE_KEY:
|
||||
{
|
||||
int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
|
||||
int32_t event_scan_code = AKeyEvent_getScanCode(input_event);
|
||||
int32_t event_action = AKeyEvent_getAction(input_event);
|
||||
int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
|
||||
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (event_meta_state & AMETA_CTRL_ON) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (event_meta_state & AMETA_SHIFT_ON) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (event_meta_state & AMETA_ALT_ON) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Super, (event_meta_state & AMETA_META_ON) != 0);
|
||||
|
||||
switch (event_action)
|
||||
{
|
||||
// FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer
|
||||
// goes up from a key. We use a simple key event queue/ and process one event per key per frame in
|
||||
// ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
|
||||
case AKEY_EVENT_ACTION_DOWN:
|
||||
case AKEY_EVENT_ACTION_UP:
|
||||
{
|
||||
ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code);
|
||||
if (key != ImGuiKey_None && (event_action == AKEY_EVENT_ACTION_DOWN || event_action == AKEY_EVENT_ACTION_UP))
|
||||
{
|
||||
io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN);
|
||||
io.SetKeyEventNativeData(key, event_key_code, event_scan_code);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case AINPUT_EVENT_TYPE_MOTION:
|
||||
{
|
||||
int32_t event_action = AMotionEvent_getAction(input_event);
|
||||
int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
|
||||
event_action &= AMOTION_EVENT_ACTION_MASK;
|
||||
|
||||
switch (AMotionEvent_getToolType(input_event, event_pointer_index))
|
||||
{
|
||||
case AMOTION_EVENT_TOOL_TYPE_MOUSE:
|
||||
io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
|
||||
break;
|
||||
case AMOTION_EVENT_TOOL_TYPE_STYLUS:
|
||||
case AMOTION_EVENT_TOOL_TYPE_ERASER:
|
||||
io.AddMouseSourceEvent(ImGuiMouseSource_Pen);
|
||||
break;
|
||||
case AMOTION_EVENT_TOOL_TYPE_FINGER:
|
||||
default:
|
||||
io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
|
||||
break;
|
||||
}
|
||||
|
||||
switch (event_action)
|
||||
{
|
||||
case AMOTION_EVENT_ACTION_DOWN:
|
||||
case AMOTION_EVENT_ACTION_UP:
|
||||
// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
|
||||
// but we have to process them separately to identify the actual button pressed. This is done below via
|
||||
// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
|
||||
if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
|
||||
|| (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
|
||||
{
|
||||
io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
|
||||
io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN);
|
||||
}
|
||||
break;
|
||||
case AMOTION_EVENT_ACTION_BUTTON_PRESS:
|
||||
case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
|
||||
{
|
||||
int32_t button_state = AMotionEvent_getButtonState(input_event);
|
||||
io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
|
||||
io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
|
||||
io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
|
||||
}
|
||||
break;
|
||||
case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
|
||||
case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
|
||||
io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
|
||||
break;
|
||||
case AMOTION_EVENT_ACTION_SCROLL:
|
||||
io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index));
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool ImGui_ImplAndroid_Init(ANativeWindow* window)
|
||||
{
|
||||
g_Window = window;
|
||||
g_Time = 0.0;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformName = "imgui_impl_android";
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplAndroid_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformName = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplAndroid_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int32_t window_width = ANativeWindow_getWidth(g_Window);
|
||||
int32_t window_height = ANativeWindow_getHeight(g_Window);
|
||||
int display_width = window_width;
|
||||
int display_height = window_height;
|
||||
|
||||
io.DisplaySize = ImVec2((float)window_width, (float)window_height);
|
||||
if (window_width > 0 && window_height > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height);
|
||||
|
||||
// Setup time step
|
||||
struct timespec current_timespec;
|
||||
clock_gettime(CLOCK_MONOTONIC, ¤t_timespec);
|
||||
double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0);
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
|
||||
g_Time = current_time;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
36
backends/imgui_impl_android.h
Normal file
36
backends/imgui_impl_android.h
Normal file
@ -0,0 +1,36 @@
|
||||
// dear imgui: Platform Binding for Android native app
|
||||
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
|
||||
|
||||
// Implemented features:
|
||||
// [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 AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
|
||||
// Missing features:
|
||||
// [ ] Platform: Clipboard support.
|
||||
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
|
||||
// Important:
|
||||
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
|
||||
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
|
||||
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
|
||||
|
||||
// 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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct ANativeWindow;
|
||||
struct AInputEvent;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
|
||||
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event);
|
||||
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
589
backends/imgui_impl_dx10.cpp
Normal file
589
backends/imgui_impl_dx10.cpp
Normal file
@ -0,0 +1,589 @@
|
||||
// dear imgui: Renderer Backend for DirectX10
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// 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.
|
||||
// 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).
|
||||
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
|
||||
// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
|
||||
// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
|
||||
// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2016-05-07: DirectX10: Disabling depth-write.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_dx10.h"
|
||||
|
||||
// DirectX
|
||||
#include <stdio.h>
|
||||
#include <d3d10_1.h>
|
||||
#include <d3d10.h>
|
||||
#include <d3dcompiler.h>
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#endif
|
||||
|
||||
// DirectX data
|
||||
struct ImGui_ImplDX10_Data
|
||||
{
|
||||
ID3D10Device* pd3dDevice;
|
||||
IDXGIFactory* pFactory;
|
||||
ID3D10Buffer* pVB;
|
||||
ID3D10Buffer* pIB;
|
||||
ID3D10VertexShader* pVertexShader;
|
||||
ID3D10InputLayout* pInputLayout;
|
||||
ID3D10Buffer* pVertexConstantBuffer;
|
||||
ID3D10PixelShader* pPixelShader;
|
||||
ID3D10SamplerState* pFontSampler;
|
||||
ID3D10ShaderResourceView* pFontTextureView;
|
||||
ID3D10RasterizerState* pRasterizerState;
|
||||
ID3D10BlendState* pBlendState;
|
||||
ID3D10DepthStencilState* pDepthStencilState;
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
|
||||
ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
};
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER_DX10
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData 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.
|
||||
static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
|
||||
// Setup viewport
|
||||
D3D10_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
|
||||
vp.Width = (UINT)draw_data->DisplaySize.x;
|
||||
vp.Height = (UINT)draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
ctx->IASetInputLayout(bd->pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(bd->pVertexShader);
|
||||
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
|
||||
ctx->PSSetShader(bd->pPixelShader);
|
||||
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
|
||||
ctx->GSSetShader(nullptr);
|
||||
|
||||
// Setup render state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
|
||||
ctx->RSSetState(bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Render function
|
||||
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ID3D10Device* ctx = bd->pd3dDevice;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D10_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D10_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
ImDrawVert* vtx_dst = nullptr;
|
||||
ImDrawIdx* idx_dst = nullptr;
|
||||
bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
|
||||
bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
bd->pVB->Unmap();
|
||||
bd->pIB->Unmap();
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
{
|
||||
void* mapped_resource;
|
||||
if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
return;
|
||||
VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
float mvp[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||
bd->pVertexConstantBuffer->Unmap();
|
||||
}
|
||||
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||
struct BACKUP_DX10_STATE
|
||||
{
|
||||
UINT ScissorRectsCount, ViewportsCount;
|
||||
D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
ID3D10RasterizerState* RS;
|
||||
ID3D10BlendState* BlendState;
|
||||
FLOAT BlendFactor[4];
|
||||
UINT SampleMask;
|
||||
UINT StencilRef;
|
||||
ID3D10DepthStencilState* DepthStencilState;
|
||||
ID3D10ShaderResourceView* PSShaderResource;
|
||||
ID3D10SamplerState* PSSampler;
|
||||
ID3D10PixelShader* PS;
|
||||
ID3D10VertexShader* VS;
|
||||
ID3D10GeometryShader* GS;
|
||||
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
DXGI_FORMAT IndexBufferFormat;
|
||||
ID3D10InputLayout* InputLayout;
|
||||
};
|
||||
BACKUP_DX10_STATE old = {};
|
||||
old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
||||
ctx->RSGetState(&old.RS);
|
||||
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
|
||||
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||
ctx->PSGetSamplers(0, 1, &old.PSSampler);
|
||||
ctx->PSGetShader(&old.PS);
|
||||
ctx->VSGetShader(&old.VS);
|
||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
ctx->GSGetShader(&old.GS);
|
||||
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
ctx->IAGetInputLayout(&old.InputLayout);
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
|
||||
|
||||
// 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_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)
|
||||
{
|
||||
// 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_ImplDX10_SetupRenderState(draw_data, ctx);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle
|
||||
const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
|
||||
ctx->PSSetShaderResources(0, 1, &texture_srv);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
}
|
||||
}
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore modified DX state
|
||||
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
|
||||
ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
|
||||
ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Upload texture to graphics system
|
||||
{
|
||||
D3D10_TEXTURE2D_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Usage = D3D10_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D10Texture2D* pTexture = nullptr;
|
||||
D3D10_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
IM_ASSERT(pTexture != nullptr);
|
||||
|
||||
// Create texture view
|
||||
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
||||
ZeroMemory(&srv_desc, sizeof(srv_desc));
|
||||
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
|
||||
srv_desc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srv_desc.Texture2D.MostDetailedMip = 0;
|
||||
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
|
||||
pTexture->Release();
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
|
||||
|
||||
// Create texture sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
{
|
||||
D3D10_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return false;
|
||||
if (bd->pFontSampler)
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX10 sample code but remove this dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
||||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
};\
|
||||
struct VS_INPUT\
|
||||
{\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
PS_INPUT main(VS_INPUT input)\
|
||||
{\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
}";
|
||||
|
||||
ID3DBlob* vertexShaderBlob;
|
||||
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_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!
|
||||
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the input layout
|
||||
D3D10_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
vertexShaderBlob->Release();
|
||||
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D10_BUFFER_DESC desc;
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
sampler sampler0;\
|
||||
Texture2D texture0;\
|
||||
\
|
||||
float4 main(PS_INPUT input) : SV_Target\
|
||||
{\
|
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||
return out_col; \
|
||||
}";
|
||||
|
||||
ID3DBlob* pixelShaderBlob;
|
||||
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
|
||||
{
|
||||
pixelShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
pixelShaderBlob->Release();
|
||||
}
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D10_BLEND_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.BlendEnable[0] = true;
|
||||
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
|
||||
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
|
||||
desc.BlendOp = D3D10_BLEND_OP_ADD;
|
||||
desc.SrcBlendAlpha = D3D10_BLEND_ONE;
|
||||
desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
|
||||
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
||||
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
||||
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
{
|
||||
D3D10_RASTERIZER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.FillMode = D3D10_FILL_SOLID;
|
||||
desc.CullMode = D3D10_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.DepthClipEnable = true;
|
||||
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
{
|
||||
D3D10_DEPTH_STENCIL_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
|
||||
}
|
||||
|
||||
ImGui_ImplDX10_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
|
||||
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
||||
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
|
||||
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
|
||||
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
|
||||
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
|
||||
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
|
||||
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx10";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = nullptr;
|
||||
IDXGIAdapter* pDXGIAdapter = nullptr;
|
||||
IDXGIFactory* pFactory = nullptr;
|
||||
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
|
||||
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
||||
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
|
||||
{
|
||||
bd->pd3dDevice = device;
|
||||
bd->pFactory = pFactory;
|
||||
}
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
bd->pd3dDevice->AddRef();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
if (bd->pFactory) { bd->pFactory->Release(); }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?");
|
||||
|
||||
if (!bd->pFontSampler)
|
||||
ImGui_ImplDX10_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
31
backends/imgui_impl_dx10.h
Normal file
31
backends/imgui_impl_dx10.h
Normal file
@ -0,0 +1,31 @@
|
||||
// dear imgui: Renderer Backend for DirectX10
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct ID3D10Device;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
605
backends/imgui_impl_dx11.cpp
Normal file
605
backends/imgui_impl_dx11.cpp
Normal file
@ -0,0 +1,605 @@
|
||||
// dear imgui: Renderer Backend for DirectX11
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// 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.
|
||||
// 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).
|
||||
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
|
||||
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
|
||||
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
|
||||
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
|
||||
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
|
||||
// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2016-05-07: DirectX11: Disabling depth-write.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_dx11.h"
|
||||
|
||||
// DirectX
|
||||
#include <stdio.h>
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#endif
|
||||
|
||||
// DirectX11 data
|
||||
struct ImGui_ImplDX11_Data
|
||||
{
|
||||
ID3D11Device* pd3dDevice;
|
||||
ID3D11DeviceContext* pd3dDeviceContext;
|
||||
IDXGIFactory* pFactory;
|
||||
ID3D11Buffer* pVB;
|
||||
ID3D11Buffer* pIB;
|
||||
ID3D11VertexShader* pVertexShader;
|
||||
ID3D11InputLayout* pInputLayout;
|
||||
ID3D11Buffer* pVertexConstantBuffer;
|
||||
ID3D11PixelShader* pPixelShader;
|
||||
ID3D11SamplerState* pFontSampler;
|
||||
ID3D11ShaderResourceView* pFontTextureView;
|
||||
ID3D11RasterizerState* pRasterizerState;
|
||||
ID3D11BlendState* pBlendState;
|
||||
ID3D11DepthStencilState* pDepthStencilState;
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
|
||||
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
};
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER_DX11
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData 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.
|
||||
static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
|
||||
// Setup viewport
|
||||
D3D11_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
||||
vp.Width = draw_data->DisplaySize.x;
|
||||
vp.Height = draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Setup shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
ctx->IASetInputLayout(bd->pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
|
||||
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
|
||||
ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
|
||||
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
|
||||
ctx->GSSetShader(nullptr, nullptr, 0);
|
||||
ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
|
||||
// Setup blend state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
|
||||
ctx->RSSetState(bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Render function
|
||||
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
|
||||
return;
|
||||
}
|
||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
|
||||
if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||
return;
|
||||
if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
ctx->Unmap(bd->pVB, 0);
|
||||
ctx->Unmap(bd->pIB, 0);
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mapped_resource;
|
||||
if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
return;
|
||||
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
float mvp[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||
ctx->Unmap(bd->pVertexConstantBuffer, 0);
|
||||
}
|
||||
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||
struct BACKUP_DX11_STATE
|
||||
{
|
||||
UINT ScissorRectsCount, ViewportsCount;
|
||||
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
ID3D11RasterizerState* RS;
|
||||
ID3D11BlendState* BlendState;
|
||||
FLOAT BlendFactor[4];
|
||||
UINT SampleMask;
|
||||
UINT StencilRef;
|
||||
ID3D11DepthStencilState* DepthStencilState;
|
||||
ID3D11ShaderResourceView* PSShaderResource;
|
||||
ID3D11SamplerState* PSSampler;
|
||||
ID3D11PixelShader* PS;
|
||||
ID3D11VertexShader* VS;
|
||||
ID3D11GeometryShader* GS;
|
||||
UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
|
||||
ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
|
||||
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
DXGI_FORMAT IndexBufferFormat;
|
||||
ID3D11InputLayout* InputLayout;
|
||||
};
|
||||
BACKUP_DX11_STATE old = {};
|
||||
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
||||
ctx->RSGetState(&old.RS);
|
||||
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
|
||||
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||
ctx->PSGetSamplers(0, 1, &old.PSSampler);
|
||||
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
|
||||
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
|
||||
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
|
||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
|
||||
|
||||
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
ctx->IAGetInputLayout(&old.InputLayout);
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_idx_offset = 0;
|
||||
int global_vtx_offset = 0;
|
||||
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_ImplDX11_SetupRenderState(draw_data, ctx);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle
|
||||
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
|
||||
ctx->PSSetShaderResources(0, 1, &texture_srv);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
}
|
||||
}
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore modified DX state
|
||||
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
|
||||
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
|
||||
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
|
||||
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
|
||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Upload texture to graphics system
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D11Texture2D* pTexture = nullptr;
|
||||
D3D11_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
IM_ASSERT(pTexture != nullptr);
|
||||
|
||||
// Create texture view
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
|
||||
pTexture->Release();
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
|
||||
|
||||
// Create texture sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
{
|
||||
D3D11_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return false;
|
||||
if (bd->pFontSampler)
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX11 sample code but remove this dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
||||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
};\
|
||||
struct VS_INPUT\
|
||||
{\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
PS_INPUT main(VS_INPUT input)\
|
||||
{\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
}";
|
||||
|
||||
ID3DBlob* vertexShaderBlob;
|
||||
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_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!
|
||||
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the input layout
|
||||
D3D11_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
vertexShaderBlob->Release();
|
||||
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D11_BUFFER_DESC desc;
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
sampler sampler0;\
|
||||
Texture2D texture0;\
|
||||
\
|
||||
float4 main(PS_INPUT input) : SV_Target\
|
||||
{\
|
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||
return out_col; \
|
||||
}";
|
||||
|
||||
ID3DBlob* pixelShaderBlob;
|
||||
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
|
||||
{
|
||||
pixelShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
pixelShaderBlob->Release();
|
||||
}
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D11_BLEND_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.RenderTarget[0].BlendEnable = true;
|
||||
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
{
|
||||
D3D11_RASTERIZER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.FillMode = D3D11_FILL_SOLID;
|
||||
desc.CullMode = D3D11_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.DepthClipEnable = true;
|
||||
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
{
|
||||
D3D11_DEPTH_STENCIL_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
|
||||
}
|
||||
|
||||
ImGui_ImplDX11_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
|
||||
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
||||
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
|
||||
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
|
||||
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
|
||||
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
|
||||
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
|
||||
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx11";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = nullptr;
|
||||
IDXGIAdapter* pDXGIAdapter = nullptr;
|
||||
IDXGIFactory* pFactory = nullptr;
|
||||
|
||||
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
|
||||
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
||||
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
|
||||
{
|
||||
bd->pd3dDevice = device;
|
||||
bd->pd3dDeviceContext = device_context;
|
||||
bd->pFactory = pFactory;
|
||||
}
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
bd->pd3dDevice->AddRef();
|
||||
bd->pd3dDeviceContext->AddRef();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
if (bd->pFactory) { bd->pFactory->Release(); }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
|
||||
|
||||
if (!bd->pFontSampler)
|
||||
ImGui_ImplDX11_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
32
backends/imgui_impl_dx11.h
Normal file
32
backends/imgui_impl_dx11.h
Normal file
@ -0,0 +1,32 @@
|
||||
// dear imgui: Renderer Backend for DirectX11
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct ID3D11Device;
|
||||
struct ID3D11DeviceContext;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
761
backends/imgui_impl_dx12.cpp
Normal file
761
backends/imgui_impl_dx12.cpp
Normal file
@ -0,0 +1,761 @@
|
||||
// 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: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// 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*.
|
||||
// To build this on 32-bit systems:
|
||||
// - [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)
|
||||
|
||||
// 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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// 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.
|
||||
// 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).
|
||||
// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
|
||||
// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
|
||||
// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
|
||||
// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
|
||||
// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
|
||||
// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: Misc: Various minor tidying up.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
|
||||
// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
|
||||
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_dx12.h"
|
||||
|
||||
// DirectX
|
||||
#include <d3d12.h>
|
||||
#include <dxgi1_4.h>
|
||||
#include <d3dcompiler.h>
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#endif
|
||||
|
||||
// DirectX data
|
||||
struct ImGui_ImplDX12_RenderBuffers;
|
||||
struct ImGui_ImplDX12_Data
|
||||
{
|
||||
ID3D12Device* pd3dDevice;
|
||||
ID3D12RootSignature* pRootSignature;
|
||||
ID3D12PipelineState* pPipelineState;
|
||||
DXGI_FORMAT RTVFormat;
|
||||
ID3D12Resource* pFontTextureResource;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
|
||||
ID3D12DescriptorHeap* pd3dSrvDescHeap;
|
||||
UINT numFramesInFlight;
|
||||
|
||||
ImGui_ImplDX12_RenderBuffers* pFrameResources;
|
||||
UINT frameIndex;
|
||||
|
||||
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData 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.
|
||||
static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Buffers used during the rendering of a frame
|
||||
struct ImGui_ImplDX12_RenderBuffers
|
||||
{
|
||||
ID3D12Resource* IndexBuffer;
|
||||
ID3D12Resource* VertexBuffer;
|
||||
int IndexBufferSize;
|
||||
int VertexBufferSize;
|
||||
};
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER_DX12
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
|
||||
{
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
float mvp[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
|
||||
}
|
||||
|
||||
// Setup viewport
|
||||
D3D12_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D12_VIEWPORT));
|
||||
vp.Width = draw_data->DisplaySize.x;
|
||||
vp.Height = draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0.0f;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
D3D12_VERTEX_BUFFER_VIEW vbv;
|
||||
memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
|
||||
vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
|
||||
vbv.SizeInBytes = fr->VertexBufferSize * stride;
|
||||
vbv.StrideInBytes = stride;
|
||||
ctx->IASetVertexBuffers(0, 1, &vbv);
|
||||
D3D12_INDEX_BUFFER_VIEW ibv;
|
||||
memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
|
||||
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
|
||||
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
|
||||
ctx->IASetIndexBuffer(&ibv);
|
||||
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->SetPipelineState(bd->pPipelineState);
|
||||
ctx->SetGraphicsRootSignature(bd->pRootSignature);
|
||||
ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
|
||||
|
||||
// Setup blend factor
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendFactor(blend_factor);
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
static inline void SafeRelease(T*& res)
|
||||
{
|
||||
if (res)
|
||||
res->Release();
|
||||
res = nullptr;
|
||||
}
|
||||
|
||||
// Render function
|
||||
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
// FIXME: I'm assuming that this only gets called once per frame!
|
||||
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
bd->frameIndex = bd->frameIndex + 1;
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
SafeRelease(fr->VertexBuffer);
|
||||
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
|
||||
return;
|
||||
}
|
||||
if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
SafeRelease(fr->IndexBuffer);
|
||||
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
void* vtx_resource, *idx_resource;
|
||||
D3D12_RANGE range;
|
||||
memset(&range, 0, sizeof(D3D12_RANGE));
|
||||
if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
|
||||
return;
|
||||
if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
fr->VertexBuffer->Unmap(0, &range);
|
||||
fr->IndexBuffer->Unmap(0, &range);
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, 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_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_ImplDX12_SetupRenderState(draw_data, ctx, fr);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply Scissor/clipping rectangle, Bind texture, Draw
|
||||
const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
|
||||
texture_handle.ptr = (UINT64)pcmd->GetTexID();
|
||||
ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
ctx->DrawIndexedInstanced(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_ImplDX12_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Upload texture to graphics system
|
||||
{
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_DEFAULT;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
||||
desc.Alignment = 0;
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.SampleDesc.Quality = 0;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
|
||||
ID3D12Resource* pTexture = nullptr;
|
||||
bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
|
||||
|
||||
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
|
||||
UINT uploadSize = height * uploadPitch;
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Alignment = 0;
|
||||
desc.Width = uploadSize;
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.SampleDesc.Quality = 0;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
|
||||
ID3D12Resource* uploadBuffer = nullptr;
|
||||
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
void* mapped = nullptr;
|
||||
D3D12_RANGE range = { 0, uploadSize };
|
||||
hr = uploadBuffer->Map(0, &range, &mapped);
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
|
||||
uploadBuffer->Unmap(0, &range);
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
|
||||
srcLocation.pResource = uploadBuffer;
|
||||
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
||||
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srcLocation.PlacedFootprint.Footprint.Width = width;
|
||||
srcLocation.PlacedFootprint.Footprint.Height = height;
|
||||
srcLocation.PlacedFootprint.Footprint.Depth = 1;
|
||||
srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
|
||||
dstLocation.pResource = pTexture;
|
||||
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
||||
dstLocation.SubresourceIndex = 0;
|
||||
|
||||
D3D12_RESOURCE_BARRIER barrier = {};
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource = pTexture;
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
|
||||
ID3D12Fence* fence = 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)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)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->pd3dSrvDescHeap = cbv_srv_heap;
|
||||
bd->frameIndex = UINT_MAX;
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
{
|
||||
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();
|
||||
|
||||
// Clean up windows and device objects
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
delete[] bd->pFrameResources;
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
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();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
44
backends/imgui_impl_dx12.h
Normal file
44
backends/imgui_impl_dx12.h
Normal file
@ -0,0 +1,44 @@
|
||||
// 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: Large meshes support (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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include <dxgiformat.h> // DXGI_FORMAT
|
||||
|
||||
struct ID3D12Device;
|
||||
struct ID3D12DescriptorHeap;
|
||||
struct ID3D12GraphicsCommandList;
|
||||
struct D3D12_CPU_DESCRIPTOR_HANDLE;
|
||||
struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
||||
|
||||
// cmd_list is the command list that the implementation will use to render imgui draw lists.
|
||||
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
|
||||
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
|
||||
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, 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();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
388
backends/imgui_impl_dx9.cpp
Normal file
388
backends/imgui_impl_dx9.cpp
Normal file
@ -0,0 +1,388 @@
|
||||
// dear imgui: Renderer Backend for DirectX9
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// 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.
|
||||
// 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).
|
||||
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
|
||||
// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
|
||||
// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
|
||||
// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
|
||||
// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
|
||||
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
|
||||
// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
|
||||
// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_dx9.h"
|
||||
|
||||
// DirectX
|
||||
#include <d3d9.h>
|
||||
|
||||
// DirectX data
|
||||
struct ImGui_ImplDX9_Data
|
||||
{
|
||||
LPDIRECT3DDEVICE9 pd3dDevice;
|
||||
LPDIRECT3DVERTEXBUFFER9 pVB;
|
||||
LPDIRECT3DINDEXBUFFER9 pIB;
|
||||
LPDIRECT3DTEXTURE9 FontTexture;
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
|
||||
ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
};
|
||||
|
||||
struct CUSTOMVERTEX
|
||||
{
|
||||
float pos[3];
|
||||
D3DCOLOR col;
|
||||
float uv[2];
|
||||
};
|
||||
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
|
||||
|
||||
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
|
||||
#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
|
||||
#else
|
||||
#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
|
||||
#endif
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData 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.
|
||||
static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
|
||||
// Setup viewport
|
||||
D3DVIEWPORT9 vp;
|
||||
vp.X = vp.Y = 0;
|
||||
vp.Width = (DWORD)draw_data->DisplaySize.x;
|
||||
vp.Height = (DWORD)draw_data->DisplaySize.y;
|
||||
vp.MinZ = 0.0f;
|
||||
vp.MaxZ = 1.0f;
|
||||
bd->pd3dDevice->SetViewport(&vp);
|
||||
|
||||
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
|
||||
bd->pd3dDevice->SetPixelShader(nullptr);
|
||||
bd->pd3dDevice->SetVertexShader(nullptr);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
|
||||
bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
|
||||
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
||||
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
||||
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
||||
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
||||
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
||||
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
||||
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
|
||||
{
|
||||
float L = draw_data->DisplayPos.x + 0.5f;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
|
||||
float T = draw_data->DisplayPos.y + 0.5f;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
|
||||
D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
|
||||
D3DMATRIX mat_projection =
|
||||
{ { {
|
||||
2.0f/(R-L), 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 2.0f/(T-B), 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.5f, 0.0f,
|
||||
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
|
||||
} } };
|
||||
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
|
||||
}
|
||||
}
|
||||
|
||||
// Render function.
|
||||
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
// Create and grow buffers if needed
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
|
||||
return;
|
||||
}
|
||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Backup the DX9 state
|
||||
IDirect3DStateBlock9* d3d9_state_block = nullptr;
|
||||
if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
|
||||
return;
|
||||
if (d3d9_state_block->Capture() < 0)
|
||||
{
|
||||
d3d9_state_block->Release();
|
||||
return;
|
||||
}
|
||||
|
||||
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
|
||||
D3DMATRIX last_world, last_view, last_projection;
|
||||
bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
|
||||
bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
|
||||
bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
|
||||
|
||||
// Allocate buffers
|
||||
CUSTOMVERTEX* vtx_dst;
|
||||
ImDrawIdx* idx_dst;
|
||||
if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
|
||||
{
|
||||
d3d9_state_block->Release();
|
||||
return;
|
||||
}
|
||||
if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
|
||||
{
|
||||
bd->pVB->Unlock();
|
||||
d3d9_state_block->Release();
|
||||
return;
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
|
||||
// FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
|
||||
// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
|
||||
// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
|
||||
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
|
||||
{
|
||||
vtx_dst->pos[0] = vtx_src->pos.x;
|
||||
vtx_dst->pos[1] = vtx_src->pos.y;
|
||||
vtx_dst->pos[2] = 0.0f;
|
||||
vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
|
||||
vtx_dst->uv[0] = vtx_src->uv.x;
|
||||
vtx_dst->uv[1] = vtx_src->uv.y;
|
||||
vtx_dst++;
|
||||
vtx_src++;
|
||||
}
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
bd->pVB->Unlock();
|
||||
bd->pIB->Unlock();
|
||||
bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
|
||||
bd->pd3dDevice->SetIndices(bd->pIB);
|
||||
bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX9_SetupRenderState(draw_data);
|
||||
|
||||
// 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_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_ImplDX9_SetupRenderState(draw_data);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply Scissor/clipping rectangle, Bind texture, Draw
|
||||
const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
|
||||
bd->pd3dDevice->SetTexture(0, texture);
|
||||
bd->pd3dDevice->SetScissorRect(&r);
|
||||
bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
|
||||
}
|
||||
}
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore the DX9 transform
|
||||
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
|
||||
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
|
||||
|
||||
// Restore the DX9 state
|
||||
d3d9_state_block->Apply();
|
||||
d3d9_state_block->Release();
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx9";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
bd->pd3dDevice = device;
|
||||
bd->pd3dDevice->AddRef();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
unsigned char* pixels;
|
||||
int width, height, bytes_per_pixel;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
|
||||
|
||||
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
|
||||
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
|
||||
if (io.Fonts->TexPixelsUseColors)
|
||||
{
|
||||
ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
|
||||
for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
|
||||
*dst = IMGUI_COL_TO_DX9_ARGB(*src);
|
||||
pixels = (unsigned char*)dst_start;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Upload texture to graphics system
|
||||
bd->FontTexture = nullptr;
|
||||
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
|
||||
return false;
|
||||
D3DLOCKED_RECT tex_locked_rect;
|
||||
if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
|
||||
return false;
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
|
||||
bd->FontTexture->UnlockRect(0);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
|
||||
|
||||
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
|
||||
if (io.Fonts->TexPixelsUseColors)
|
||||
ImGui::MemFree(pixels);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX9_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return false;
|
||||
if (!ImGui_ImplDX9_CreateFontsTexture())
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_InvalidateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return;
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
31
backends/imgui_impl_dx9.h
Normal file
31
backends/imgui_impl_dx9.h
Normal file
@ -0,0 +1,31 @@
|
||||
// dear imgui: Renderer Backend for DirectX9
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct IDirect3DDevice9;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
816
backends/imgui_impl_glfw.cpp
Normal file
816
backends/imgui_impl_glfw.cpp
Normal file
@ -0,0 +1,816 @@
|
||||
// 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+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
|
||||
// [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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
|
||||
// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
|
||||
// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
|
||||
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
|
||||
// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
|
||||
// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
|
||||
// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
|
||||
// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
|
||||
// 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 *EDIT* Reverted 2023-07-18.
|
||||
// 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"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_glfw.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
|
||||
#ifdef __APPLE__
|
||||
#define GLFW_EXPOSE_NATIVE_COCOA
|
||||
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
|
||||
#endif
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#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()
|
||||
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
|
||||
|
||||
// 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;
|
||||
bool CallbacksChainForAllWindows;
|
||||
|
||||
// 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;
|
||||
#ifdef _WIN32
|
||||
WNDPROC GlfwWndProc;
|
||||
#endif
|
||||
|
||||
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;
|
||||
case GLFW_KEY_F13: return ImGuiKey_F13;
|
||||
case GLFW_KEY_F14: return ImGuiKey_F14;
|
||||
case GLFW_KEY_F15: return ImGuiKey_F15;
|
||||
case GLFW_KEY_F16: return ImGuiKey_F16;
|
||||
case GLFW_KEY_F17: return ImGuiKey_F17;
|
||||
case GLFW_KEY_F18: return ImGuiKey_F18;
|
||||
case GLFW_KEY_F19: return ImGuiKey_F19;
|
||||
case GLFW_KEY_F20: return ImGuiKey_F20;
|
||||
case GLFW_KEY_F21: return ImGuiKey_F21;
|
||||
case GLFW_KEY_F22: return ImGuiKey_F22;
|
||||
case GLFW_KEY_F23: return ImGuiKey_F23;
|
||||
case GLFW_KEY_F24: return ImGuiKey_F24;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
|
||||
// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
|
||||
static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
|
||||
io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackMousebutton(window, button, action, mods);
|
||||
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(window);
|
||||
|
||||
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 && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
|
||||
return;
|
||||
#endif
|
||||
|
||||
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_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
|
||||
(void)glfwGetError(nullptr);
|
||||
#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 && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
|
||||
|
||||
if (action != GLFW_PRESS && action != GLFW_RELEASE)
|
||||
return;
|
||||
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(window);
|
||||
|
||||
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 && ImGui_ImplGlfw_ShouldChainCallback(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 && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackCursorPos(window, x, y);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMousePosEvent((float)x, (float)y);
|
||||
bd->LastValidMousePos = ImVec2((float)x, (float)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 && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackCursorEnter(window, entered);
|
||||
|
||||
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 && ImGui_ImplGlfw_ShouldChainCallback(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.
|
||||
}
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
|
||||
{
|
||||
// Mimic Emscripten_HandleWheel() in SDL.
|
||||
// Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
|
||||
float multiplier = 0.0f;
|
||||
if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
|
||||
else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
|
||||
else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
|
||||
float wheel_x = ev->deltaX * -multiplier;
|
||||
float wheel_y = ev->deltaY * -multiplier;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
||||
//IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
|
||||
return EM_TRUE;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _WIN32
|
||||
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
|
||||
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
|
||||
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
{
|
||||
LPARAM extra_info = ::GetMessageExtraInfo();
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
||||
return ImGuiMouseSource_Pen;
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
||||
return ImGuiMouseSource_TouchScreen;
|
||||
return ImGuiMouseSource_Mouse;
|
||||
}
|
||||
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
switch (msg)
|
||||
{
|
||||
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
|
||||
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
||||
break;
|
||||
}
|
||||
return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
|
||||
}
|
||||
#endif
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
|
||||
// This is 'false' by default meaning we only chain callbacks for the main viewport.
|
||||
// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
|
||||
// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
|
||||
void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
bd->CallbacksChainForAllWindows = chain_for_all_windows;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||
io.ClipboardUserData = bd->Window;
|
||||
|
||||
// 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_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
|
||||
(void)glfwGetError(nullptr);
|
||||
#endif
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
if (install_callbacks)
|
||||
ImGui_ImplGlfw_InstallCallbacks(window);
|
||||
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
|
||||
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
|
||||
// FIXME: May break chaining in case user registered their own Emscripten callback?
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
|
||||
#endif
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
#ifdef _WIN32
|
||||
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
|
||||
#elif defined(__APPLE__)
|
||||
main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
|
||||
#else
|
||||
IM_UNUSED(main_viewport);
|
||||
#endif
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
#ifdef _WIN32
|
||||
bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
|
||||
IM_ASSERT(bd->GlfwWndProc != nullptr);
|
||||
::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
||||
#endif
|
||||
|
||||
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);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr);
|
||||
#endif
|
||||
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
#ifdef _WIN32
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
|
||||
bd->GlfwWndProc = nullptr;
|
||||
#endif
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
|
||||
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
|
||||
{
|
||||
GLFWwindow* window = bd->Window;
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const bool is_window_focused = true;
|
||||
#else
|
||||
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
|
||||
#endif
|
||||
if (is_window_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(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 (bd->MouseWindow == nullptr)
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
||||
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
io.AddMousePosEvent((float)mouse_x, (float)mouse_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();
|
||||
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
|
||||
{
|
||||
GLFWwindow* window = bd->Window;
|
||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
glfwSetInputMode(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(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetInputMode(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) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
return;
|
||||
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)
|
||||
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_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
|
||||
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);
|
||||
|
||||
// Setup time step
|
||||
// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
|
||||
double current_time = glfwGetTime();
|
||||
if (current_time <= bd->Time)
|
||||
current_time = bd->Time + 0.00001f;
|
||||
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
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
53
backends/imgui_impl_glfw.h
Normal file
53
backends/imgui_impl_glfw.h
Normal file
@ -0,0 +1,53 @@
|
||||
// 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.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
|
||||
// [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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct GLFWwindow;
|
||||
struct GLFWmonitor;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
||||
|
||||
// GLFW callbacks install
|
||||
// - 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.
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
|
||||
|
||||
// GFLW callbacks options:
|
||||
// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
|
||||
|
||||
// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
308
backends/imgui_impl_glut.cpp
Normal file
308
backends/imgui_impl_glut.cpp
Normal file
@ -0,0 +1,308 @@
|
||||
// dear imgui: Platform Backend for GLUT/FreeGLUT
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2)
|
||||
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Partial 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 GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// Issues:
|
||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
||||
// [ ] Platform: Missing horizontal mouse wheel support.
|
||||
// [ ] Platform: Missing mouse cursor shape/visibility support.
|
||||
// [ ] Platform: Missing clipboard support (not supported by Glut).
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// 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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-04-17: BREAKING: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). Needs to be called from the main application loop, like with every other backends.
|
||||
// 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.
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h.
|
||||
// 2019-03-25: Misc: Made io.DeltaTime always above zero.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-03-22: Added GLUT Platform binding.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_glut.h"
|
||||
#define GL_SILENCE_DEPRECATION
|
||||
#ifdef __APPLE__
|
||||
#include <GLUT/glut.h>
|
||||
#else
|
||||
#include <GL/freeglut.h>
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
|
||||
#endif
|
||||
|
||||
static int g_Time = 0; // Current time, in milliseconds
|
||||
|
||||
// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
|
||||
static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case '\t': return ImGuiKey_Tab;
|
||||
case 256 + GLUT_KEY_LEFT: return ImGuiKey_LeftArrow;
|
||||
case 256 + GLUT_KEY_RIGHT: return ImGuiKey_RightArrow;
|
||||
case 256 + GLUT_KEY_UP: return ImGuiKey_UpArrow;
|
||||
case 256 + GLUT_KEY_DOWN: return ImGuiKey_DownArrow;
|
||||
case 256 + GLUT_KEY_PAGE_UP: return ImGuiKey_PageUp;
|
||||
case 256 + GLUT_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
|
||||
case 256 + GLUT_KEY_HOME: return ImGuiKey_Home;
|
||||
case 256 + GLUT_KEY_END: return ImGuiKey_End;
|
||||
case 256 + GLUT_KEY_INSERT: return ImGuiKey_Insert;
|
||||
case 127: return ImGuiKey_Delete;
|
||||
case 8: return ImGuiKey_Backspace;
|
||||
case ' ': return ImGuiKey_Space;
|
||||
case 13: return ImGuiKey_Enter;
|
||||
case 27: return ImGuiKey_Escape;
|
||||
case 39: return ImGuiKey_Apostrophe;
|
||||
case 44: return ImGuiKey_Comma;
|
||||
case 45: return ImGuiKey_Minus;
|
||||
case 46: return ImGuiKey_Period;
|
||||
case 47: return ImGuiKey_Slash;
|
||||
case 59: return ImGuiKey_Semicolon;
|
||||
case 61: return ImGuiKey_Equal;
|
||||
case 91: return ImGuiKey_LeftBracket;
|
||||
case 92: return ImGuiKey_Backslash;
|
||||
case 93: return ImGuiKey_RightBracket;
|
||||
case 96: return ImGuiKey_GraveAccent;
|
||||
//case 0: return ImGuiKey_CapsLock;
|
||||
//case 0: return ImGuiKey_ScrollLock;
|
||||
case 256 + 0x006D: return ImGuiKey_NumLock;
|
||||
//case 0: return ImGuiKey_PrintScreen;
|
||||
//case 0: return ImGuiKey_Pause;
|
||||
//case '0': return ImGuiKey_Keypad0;
|
||||
//case '1': return ImGuiKey_Keypad1;
|
||||
//case '2': return ImGuiKey_Keypad2;
|
||||
//case '3': return ImGuiKey_Keypad3;
|
||||
//case '4': return ImGuiKey_Keypad4;
|
||||
//case '5': return ImGuiKey_Keypad5;
|
||||
//case '6': return ImGuiKey_Keypad6;
|
||||
//case '7': return ImGuiKey_Keypad7;
|
||||
//case '8': return ImGuiKey_Keypad8;
|
||||
//case '9': return ImGuiKey_Keypad9;
|
||||
//case 46: return ImGuiKey_KeypadDecimal;
|
||||
//case 47: return ImGuiKey_KeypadDivide;
|
||||
case 42: return ImGuiKey_KeypadMultiply;
|
||||
//case 45: return ImGuiKey_KeypadSubtract;
|
||||
case 43: return ImGuiKey_KeypadAdd;
|
||||
//case 13: return ImGuiKey_KeypadEnter;
|
||||
//case 0: return ImGuiKey_KeypadEqual;
|
||||
case 256 + 0x0072: return ImGuiKey_LeftCtrl;
|
||||
case 256 + 0x0070: return ImGuiKey_LeftShift;
|
||||
case 256 + 0x0074: return ImGuiKey_LeftAlt;
|
||||
//case 0: return ImGuiKey_LeftSuper;
|
||||
case 256 + 0x0073: return ImGuiKey_RightCtrl;
|
||||
case 256 + 0x0071: return ImGuiKey_RightShift;
|
||||
case 256 + 0x0075: return ImGuiKey_RightAlt;
|
||||
//case 0: return ImGuiKey_RightSuper;
|
||||
//case 0: 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': case 'a': return ImGuiKey_A;
|
||||
case 'B': case 'b': return ImGuiKey_B;
|
||||
case 'C': case 'c': return ImGuiKey_C;
|
||||
case 'D': case 'd': return ImGuiKey_D;
|
||||
case 'E': case 'e': return ImGuiKey_E;
|
||||
case 'F': case 'f': return ImGuiKey_F;
|
||||
case 'G': case 'g': return ImGuiKey_G;
|
||||
case 'H': case 'h': return ImGuiKey_H;
|
||||
case 'I': case 'i': return ImGuiKey_I;
|
||||
case 'J': case 'j': return ImGuiKey_J;
|
||||
case 'K': case 'k': return ImGuiKey_K;
|
||||
case 'L': case 'l': return ImGuiKey_L;
|
||||
case 'M': case 'm': return ImGuiKey_M;
|
||||
case 'N': case 'n': return ImGuiKey_N;
|
||||
case 'O': case 'o': return ImGuiKey_O;
|
||||
case 'P': case 'p': return ImGuiKey_P;
|
||||
case 'Q': case 'q': return ImGuiKey_Q;
|
||||
case 'R': case 'r': return ImGuiKey_R;
|
||||
case 'S': case 's': return ImGuiKey_S;
|
||||
case 'T': case 't': return ImGuiKey_T;
|
||||
case 'U': case 'u': return ImGuiKey_U;
|
||||
case 'V': case 'v': return ImGuiKey_V;
|
||||
case 'W': case 'w': return ImGuiKey_W;
|
||||
case 'X': case 'x': return ImGuiKey_X;
|
||||
case 'Y': case 'y': return ImGuiKey_Y;
|
||||
case 'Z': case 'z': return ImGuiKey_Z;
|
||||
case 256 + GLUT_KEY_F1: return ImGuiKey_F1;
|
||||
case 256 + GLUT_KEY_F2: return ImGuiKey_F2;
|
||||
case 256 + GLUT_KEY_F3: return ImGuiKey_F3;
|
||||
case 256 + GLUT_KEY_F4: return ImGuiKey_F4;
|
||||
case 256 + GLUT_KEY_F5: return ImGuiKey_F5;
|
||||
case 256 + GLUT_KEY_F6: return ImGuiKey_F6;
|
||||
case 256 + GLUT_KEY_F7: return ImGuiKey_F7;
|
||||
case 256 + GLUT_KEY_F8: return ImGuiKey_F8;
|
||||
case 256 + GLUT_KEY_F9: return ImGuiKey_F9;
|
||||
case 256 + GLUT_KEY_F10: return ImGuiKey_F10;
|
||||
case 256 + GLUT_KEY_F11: return ImGuiKey_F11;
|
||||
case 256 + GLUT_KEY_F12: return ImGuiKey_F12;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplGLUT_Init()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
#ifdef FREEGLUT
|
||||
io.BackendPlatformName = "imgui_impl_glut (freeglut)";
|
||||
#else
|
||||
io.BackendPlatformName = "imgui_impl_glut";
|
||||
#endif
|
||||
g_Time = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGLUT_InstallFuncs()
|
||||
{
|
||||
glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc);
|
||||
glutMotionFunc(ImGui_ImplGLUT_MotionFunc);
|
||||
glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc);
|
||||
glutMouseFunc(ImGui_ImplGLUT_MouseFunc);
|
||||
#ifdef __FREEGLUT_EXT_H__
|
||||
glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc);
|
||||
#endif
|
||||
glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc);
|
||||
glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc);
|
||||
glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc);
|
||||
glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc);
|
||||
}
|
||||
|
||||
void ImGui_ImplGLUT_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformName = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplGLUT_NewFrame()
|
||||
{
|
||||
// Setup time step
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int current_time = glutGet(GLUT_ELAPSED_TIME);
|
||||
int delta_time_ms = (current_time - g_Time);
|
||||
if (delta_time_ms <= 0)
|
||||
delta_time_ms = 1;
|
||||
io.DeltaTime = delta_time_ms / 1000.0f;
|
||||
g_Time = current_time;
|
||||
}
|
||||
|
||||
static void ImGui_ImplGLUT_UpdateKeyModifiers()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int glut_key_mods = glutGetModifiers();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0);
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(key, down);
|
||||
io.SetKeyEventNativeData(key, native_keycode, -1); // To support legacy indexing (<1.87 user code)
|
||||
}
|
||||
|
||||
void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
|
||||
{
|
||||
// Send character to imgui
|
||||
//printf("char_down_func %d '%c'\n", c, c);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (c >= 32)
|
||||
io.AddInputCharacter((unsigned int)c);
|
||||
|
||||
ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
|
||||
ImGui_ImplGLUT_AddKeyEvent(key, true, c);
|
||||
ImGui_ImplGLUT_UpdateKeyModifiers();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
|
||||
{
|
||||
//printf("char_up_func %d '%c'\n", c, c);
|
||||
ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
|
||||
ImGui_ImplGLUT_AddKeyEvent(key, false, c);
|
||||
ImGui_ImplGLUT_UpdateKeyModifiers();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y)
|
||||
{
|
||||
//printf("key_down_func %d\n", key);
|
||||
ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
|
||||
ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256);
|
||||
ImGui_ImplGLUT_UpdateKeyModifiers();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y)
|
||||
{
|
||||
//printf("key_up_func %d\n", key);
|
||||
ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
|
||||
ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256);
|
||||
ImGui_ImplGLUT_UpdateKeyModifiers();
|
||||
(void)x; (void)y; // Unused
|
||||
}
|
||||
|
||||
void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMousePosEvent((float)x, (float)y);
|
||||
int button = -1;
|
||||
if (glut_button == GLUT_LEFT_BUTTON) button = 0;
|
||||
if (glut_button == GLUT_RIGHT_BUTTON) button = 1;
|
||||
if (glut_button == GLUT_MIDDLE_BUTTON) button = 2;
|
||||
if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP))
|
||||
io.AddMouseButtonEvent(button, state == GLUT_DOWN);
|
||||
}
|
||||
|
||||
#ifdef __FREEGLUT_EXT_H__
|
||||
void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMousePosEvent((float)x, (float)y);
|
||||
if (dir != 0)
|
||||
io.AddMouseWheelEvent(0.0f, dir > 0 ? 1.0f : -1.0f);
|
||||
(void)button; // Unused
|
||||
}
|
||||
#endif
|
||||
|
||||
void ImGui_ImplGLUT_ReshapeFunc(int w, int h)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
}
|
||||
|
||||
void ImGui_ImplGLUT_MotionFunc(int x, int y)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMousePosEvent((float)x, (float)y);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
46
backends/imgui_impl_glut.h
Normal file
46
backends/imgui_impl_glut.h
Normal file
@ -0,0 +1,46 @@
|
||||
// dear imgui: Platform Backend for GLUT/FreeGLUT
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2)
|
||||
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Partial 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 GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// Issues:
|
||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
||||
// [ ] Platform: Missing horizontal mouse wheel support.
|
||||
// [ ] Platform: Missing mouse cursor shape/visibility support.
|
||||
// [ ] Platform: Missing clipboard support (not supported by Glut).
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// 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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame();
|
||||
|
||||
// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically,
|
||||
// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
|
||||
//------------------------------------ GLUT name ---------------------------------------------- Decent Name ---------
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
|
||||
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
72
backends/imgui_impl_metal.h
Normal file
72
backends/imgui_impl_metal.h
Normal file
@ -0,0 +1,72 @@
|
||||
// dear imgui: Renderer Backend for Metal
|
||||
// This needs to be used along with a Platform Backend (e.g. OSX)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ObjC API
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifdef __OBJC__
|
||||
|
||||
@class MTLRenderPassDescriptor;
|
||||
@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
|
||||
id<MTLCommandBuffer> commandBuffer,
|
||||
id<MTLRenderCommandEncoder> commandEncoder);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// C++ API
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file
|
||||
// More info about using Metal from C++: https://developer.apple.com/metal/cpp/
|
||||
|
||||
#ifdef IMGUI_IMPL_METAL_CPP
|
||||
#include <Metal/Metal.hpp>
|
||||
#ifndef __OBJC__
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
|
||||
MTL::CommandBuffer* commandBuffer,
|
||||
MTL::RenderCommandEncoder* commandEncoder);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
590
backends/imgui_impl_metal.mm
Normal file
590
backends/imgui_impl_metal.mm
Normal file
@ -0,0 +1,590 @@
|
||||
// dear imgui: Renderer Backend for Metal
|
||||
// This needs to be used along with a Platform Backend (e.g. OSX)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (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.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
|
||||
// 2022-07-05: Metal: Add dispatch synchronization.
|
||||
// 2022-06-30: Metal: Use __bridge for ARC based systems.
|
||||
// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler.
|
||||
// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
|
||||
// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
|
||||
// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
|
||||
// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
|
||||
// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
|
||||
// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
|
||||
// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-07-05: Metal: Added new Metal backend implementation.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_metal.h"
|
||||
#import <time.h>
|
||||
#import <Metal/Metal.h>
|
||||
|
||||
#pragma mark - Support classes
|
||||
|
||||
// A wrapper around a MTLBuffer object that knows the last time it was reused
|
||||
@interface MetalBuffer : NSObject
|
||||
@property (nonatomic, strong) id<MTLBuffer> buffer;
|
||||
@property (nonatomic, assign) double lastReuseTime;
|
||||
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer;
|
||||
@end
|
||||
|
||||
// An object that encapsulates the data necessary to uniquely identify a
|
||||
// render pipeline state. These are used as cache keys.
|
||||
@interface FramebufferDescriptor : NSObject<NSCopying>
|
||||
@property (nonatomic, assign) unsigned long sampleCount;
|
||||
@property (nonatomic, assign) MTLPixelFormat colorPixelFormat;
|
||||
@property (nonatomic, assign) MTLPixelFormat depthPixelFormat;
|
||||
@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat;
|
||||
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor;
|
||||
@end
|
||||
|
||||
// A singleton that stores long-lived objects that are needed by the Metal
|
||||
// renderer backend. Stores the render pipeline state cache and the default
|
||||
// font texture, and manages the reusable buffer cache.
|
||||
@interface MetalContext : NSObject
|
||||
@property (nonatomic, strong) id<MTLDevice> device;
|
||||
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
|
||||
@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
|
||||
@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
|
||||
@property (nonatomic, strong, nullable) id<MTLTexture> fontTexture;
|
||||
@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
|
||||
@property (nonatomic, assign) double lastBufferCachePurge;
|
||||
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
|
||||
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
|
||||
@end
|
||||
|
||||
struct ImGui_ImplMetal_Data
|
||||
{
|
||||
MetalContext* SharedMetalContext;
|
||||
|
||||
ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
|
||||
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
|
||||
static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
|
||||
|
||||
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
|
||||
|
||||
#ifdef IMGUI_IMPL_METAL_CPP
|
||||
|
||||
#pragma mark - Dear ImGui Metal C++ Backend API
|
||||
|
||||
bool ImGui_ImplMetal_Init(MTL::Device* device)
|
||||
{
|
||||
return ImGui_ImplMetal_Init((__bridge id<MTLDevice>)(device));
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor)
|
||||
{
|
||||
ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor));
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
|
||||
MTL::CommandBuffer* commandBuffer,
|
||||
MTL::RenderCommandEncoder* commandEncoder)
|
||||
{
|
||||
ImGui_ImplMetal_RenderDrawData(draw_data,
|
||||
(__bridge id<MTLCommandBuffer>)(commandBuffer),
|
||||
(__bridge id<MTLRenderCommandEncoder>)(commandEncoder));
|
||||
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
|
||||
{
|
||||
return ImGui_ImplMetal_CreateFontsTexture((__bridge id<MTLDevice>)(device));
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
|
||||
{
|
||||
return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device));
|
||||
}
|
||||
|
||||
#endif // #ifdef IMGUI_IMPL_METAL_CPP
|
||||
|
||||
#pragma mark - Dear ImGui Metal Backend API
|
||||
|
||||
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_metal";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
bd->SharedMetalContext = [[MetalContext alloc] init];
|
||||
bd->SharedMetalContext.device = device;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_Shutdown()
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
ImGui_ImplMetal_DestroyBackendData();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
|
||||
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
|
||||
|
||||
if (bd->SharedMetalContext.depthStencilState == nil)
|
||||
ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
|
||||
}
|
||||
|
||||
static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer,
|
||||
id<MTLRenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState,
|
||||
MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
|
||||
{
|
||||
IM_UNUSED(commandBuffer);
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
[commandEncoder setCullMode:MTLCullModeNone];
|
||||
[commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState];
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
|
||||
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
MTLViewport viewport =
|
||||
{
|
||||
.originX = 0.0,
|
||||
.originY = 0.0,
|
||||
.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
|
||||
.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
|
||||
.znear = 0.0,
|
||||
.zfar = 1.0
|
||||
};
|
||||
[commandEncoder setViewport:viewport];
|
||||
|
||||
float L = drawData->DisplayPos.x;
|
||||
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
|
||||
float T = drawData->DisplayPos.y;
|
||||
float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
|
||||
float N = (float)viewport.znear;
|
||||
float F = (float)viewport.zfar;
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 1/(F-N), 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
|
||||
};
|
||||
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
|
||||
|
||||
[commandEncoder setRenderPipelineState:renderPipelineState];
|
||||
|
||||
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
|
||||
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
|
||||
}
|
||||
|
||||
// Metal Render function.
|
||||
void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
MetalContext* ctx = bd->SharedMetalContext;
|
||||
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
|
||||
int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
|
||||
return;
|
||||
|
||||
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
|
||||
// The hit rate for this cache should be very near 100%.
|
||||
id<MTLRenderPipelineState> renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
|
||||
if (renderPipelineState == nil)
|
||||
{
|
||||
// No luck; make a new render pipeline state
|
||||
renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device];
|
||||
|
||||
// Cache render pipeline state for later reuse
|
||||
ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
|
||||
}
|
||||
|
||||
size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
|
||||
size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
||||
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
||||
|
||||
ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
size_t vertexBufferOffset = 0;
|
||||
size_t indexBufferOffset = 0;
|
||||
for (int n = 0; n < drawData->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = drawData->CmdLists[n];
|
||||
|
||||
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (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_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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);
|
||||
|
||||
// Clamp to viewport as setScissorRect() won't accept values that are off bounds
|
||||
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 > fb_width) { clip_max.x = (float)fb_width; }
|
||||
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle
|
||||
MTLScissorRect scissorRect =
|
||||
{
|
||||
.x = NSUInteger(clip_min.x),
|
||||
.y = NSUInteger(clip_min.y),
|
||||
.width = NSUInteger(clip_max.x - clip_min.x),
|
||||
.height = NSUInteger(clip_max.y - clip_min.y)
|
||||
};
|
||||
[commandEncoder setScissorRect:scissorRect];
|
||||
|
||||
// Bind texture, Draw
|
||||
if (ImTextureID tex_id = pcmd->GetTexID())
|
||||
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0];
|
||||
|
||||
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
|
||||
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
|
||||
indexCount:pcmd->ElemCount
|
||||
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
|
||||
indexBuffer:indexBuffer.buffer
|
||||
indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
|
||||
}
|
||||
}
|
||||
|
||||
vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||
indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
|
||||
}
|
||||
|
||||
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
|
||||
{
|
||||
dispatch_async(dispatch_get_main_queue(), ^{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
if (bd != nullptr)
|
||||
{
|
||||
@synchronized(bd->SharedMetalContext.bufferCache)
|
||||
{
|
||||
[bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
|
||||
[bd->SharedMetalContext.bufferCache addObject:indexBuffer];
|
||||
}
|
||||
}
|
||||
});
|
||||
}];
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
|
||||
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
|
||||
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
|
||||
// You can make that change in your implementation.
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
|
||||
width:(NSUInteger)width
|
||||
height:(NSUInteger)height
|
||||
mipmapped:NO];
|
||||
textureDescriptor.usage = MTLTextureUsageShaderRead;
|
||||
#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
|
||||
textureDescriptor.storageMode = MTLStorageModeManaged;
|
||||
#else
|
||||
textureDescriptor.storageMode = MTLStorageModeShared;
|
||||
#endif
|
||||
id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
|
||||
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
|
||||
bd->SharedMetalContext.fontTexture = texture;
|
||||
io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void*
|
||||
|
||||
return (bd->SharedMetalContext.fontTexture != nil);
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_DestroyFontsTexture()
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
bd->SharedMetalContext.fontTexture = nil;
|
||||
io.Fonts->SetTexID(0);
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
|
||||
depthStencilDescriptor.depthWriteEnabled = NO;
|
||||
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
|
||||
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
|
||||
ImGui_ImplMetal_CreateFontsTexture(device);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
ImGui_ImplMetal_DestroyFontsTexture();
|
||||
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
|
||||
}
|
||||
|
||||
#pragma mark - MetalBuffer implementation
|
||||
|
||||
@implementation MetalBuffer
|
||||
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
|
||||
{
|
||||
if ((self = [super init]))
|
||||
{
|
||||
_buffer = buffer;
|
||||
_lastReuseTime = GetMachAbsoluteTimeInSeconds();
|
||||
}
|
||||
return self;
|
||||
}
|
||||
@end
|
||||
|
||||
#pragma mark - FramebufferDescriptor implementation
|
||||
|
||||
@implementation FramebufferDescriptor
|
||||
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor
|
||||
{
|
||||
if ((self = [super init]))
|
||||
{
|
||||
_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
|
||||
_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
|
||||
_depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat;
|
||||
_stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat;
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
||||
- (nonnull id)copyWithZone:(nullable NSZone*)zone
|
||||
{
|
||||
FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init];
|
||||
copy.sampleCount = self.sampleCount;
|
||||
copy.colorPixelFormat = self.colorPixelFormat;
|
||||
copy.depthPixelFormat = self.depthPixelFormat;
|
||||
copy.stencilPixelFormat = self.stencilPixelFormat;
|
||||
return copy;
|
||||
}
|
||||
|
||||
- (NSUInteger)hash
|
||||
{
|
||||
NSUInteger sc = _sampleCount & 0x3;
|
||||
NSUInteger cf = _colorPixelFormat & 0x3FF;
|
||||
NSUInteger df = _depthPixelFormat & 0x3FF;
|
||||
NSUInteger sf = _stencilPixelFormat & 0x3FF;
|
||||
NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc;
|
||||
return hash;
|
||||
}
|
||||
|
||||
- (BOOL)isEqual:(id)object
|
||||
{
|
||||
FramebufferDescriptor* other = object;
|
||||
if (![other isKindOfClass:[FramebufferDescriptor class]])
|
||||
return NO;
|
||||
return other.sampleCount == self.sampleCount &&
|
||||
other.colorPixelFormat == self.colorPixelFormat &&
|
||||
other.depthPixelFormat == self.depthPixelFormat &&
|
||||
other.stencilPixelFormat == self.stencilPixelFormat;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
#pragma mark - MetalContext implementation
|
||||
|
||||
@implementation MetalContext
|
||||
- (instancetype)init
|
||||
{
|
||||
if ((self = [super init]))
|
||||
{
|
||||
self.renderPipelineStateCache = [NSMutableDictionary dictionary];
|
||||
self.bufferCache = [NSMutableArray array];
|
||||
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
||||
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
|
||||
{
|
||||
uint64_t now = GetMachAbsoluteTimeInSeconds();
|
||||
|
||||
@synchronized(self.bufferCache)
|
||||
{
|
||||
// Purge old buffers that haven't been useful for a while
|
||||
if (now - self.lastBufferCachePurge > 1.0)
|
||||
{
|
||||
NSMutableArray* survivors = [NSMutableArray array];
|
||||
for (MetalBuffer* candidate in self.bufferCache)
|
||||
if (candidate.lastReuseTime > self.lastBufferCachePurge)
|
||||
[survivors addObject:candidate];
|
||||
self.bufferCache = [survivors mutableCopy];
|
||||
self.lastBufferCachePurge = now;
|
||||
}
|
||||
|
||||
// See if we have a buffer we can reuse
|
||||
MetalBuffer* bestCandidate = nil;
|
||||
for (MetalBuffer* candidate in self.bufferCache)
|
||||
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
|
||||
bestCandidate = candidate;
|
||||
|
||||
if (bestCandidate != nil)
|
||||
{
|
||||
[self.bufferCache removeObject:bestCandidate];
|
||||
bestCandidate.lastReuseTime = now;
|
||||
return bestCandidate;
|
||||
}
|
||||
}
|
||||
|
||||
// No luck; make a new buffer
|
||||
id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
|
||||
return [[MetalBuffer alloc] initWithBuffer:backing];
|
||||
}
|
||||
|
||||
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
|
||||
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device
|
||||
{
|
||||
NSError* error = nil;
|
||||
|
||||
NSString* shaderSource = @""
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"\n"
|
||||
"struct Uniforms {\n"
|
||||
" float4x4 projectionMatrix;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct VertexIn {\n"
|
||||
" float2 position [[attribute(0)]];\n"
|
||||
" float2 texCoords [[attribute(1)]];\n"
|
||||
" uchar4 color [[attribute(2)]];\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct VertexOut {\n"
|
||||
" float4 position [[position]];\n"
|
||||
" float2 texCoords;\n"
|
||||
" float4 color;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n"
|
||||
" constant Uniforms &uniforms [[buffer(1)]]) {\n"
|
||||
" VertexOut out;\n"
|
||||
" out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n"
|
||||
" out.texCoords = in.texCoords;\n"
|
||||
" out.color = float4(in.color) / float4(255.0);\n"
|
||||
" return out;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
|
||||
" texture2d<half, access::sample> texture [[texture(0)]]) {\n"
|
||||
" constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
|
||||
" half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
|
||||
" return half4(in.color) * texColor;\n"
|
||||
"}\n";
|
||||
|
||||
id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
|
||||
if (library == nil)
|
||||
{
|
||||
NSLog(@"Error: failed to create Metal library: %@", error);
|
||||
return nil;
|
||||
}
|
||||
|
||||
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
|
||||
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
|
||||
|
||||
if (vertexFunction == nil || fragmentFunction == nil)
|
||||
{
|
||||
NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
|
||||
return nil;
|
||||
}
|
||||
|
||||
MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
|
||||
vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos);
|
||||
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
|
||||
vertexDescriptor.attributes[0].bufferIndex = 0;
|
||||
vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv);
|
||||
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
|
||||
vertexDescriptor.attributes[1].bufferIndex = 0;
|
||||
vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col);
|
||||
vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
|
||||
vertexDescriptor.attributes[2].bufferIndex = 0;
|
||||
vertexDescriptor.layouts[0].stepRate = 1;
|
||||
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
|
||||
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
|
||||
|
||||
MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
|
||||
pipelineDescriptor.vertexFunction = vertexFunction;
|
||||
pipelineDescriptor.fragmentFunction = fragmentFunction;
|
||||
pipelineDescriptor.vertexDescriptor = vertexDescriptor;
|
||||
pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount;
|
||||
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
|
||||
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
|
||||
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
|
||||
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
|
||||
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
|
||||
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
|
||||
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
|
||||
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
|
||||
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
|
||||
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
|
||||
|
||||
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
|
||||
if (error != nil)
|
||||
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
|
||||
|
||||
return renderPipelineState;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
Loading…
Reference in New Issue
Block a user