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				| // ImGui Win32 + DirectX9 binding | |
| // In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. | |
|  | |
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | |
| // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). | |
| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. | |
| // https://github.com/ocornut/imgui | |
|  | |
| #include <imgui.h> | |
| #include "imgui_impl_dx9.h" | |
|  | |
| // DirectX | |
| #include <d3d9.h> | |
| #define DIRECTINPUT_VERSION 0x0800 | |
| #include <dinput.h> | |
|  | |
| // Data | |
| static HWND                     g_hWnd = 0; | |
| static INT64                    g_Time = 0; | |
| static INT64                    g_TicksPerSecond = 0; | |
| static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL; | |
| static LPDIRECT3DVERTEXBUFFER9  g_pVB = NULL; | |
| static LPDIRECT3DINDEXBUFFER9   g_pIB = NULL; | |
| static LPDIRECT3DTEXTURE9       g_FontTexture = NULL; | |
| static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; | |
| 
 | |
| struct CUSTOMVERTEX | |
| { | |
|     float    pos[3]; | |
|     D3DCOLOR col; | |
|     float    uv[2]; | |
| }; | |
| #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) | |
|  | |
| // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) | |
| // If text or lines are blurry when integrating ImGui in your engine: | |
| // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) | |
| void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data) | |
| { | |
|     // Avoid rendering when minimized | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f) | |
|         return; | |
| 
 | |
|     // Create and grow buffers if needed | |
|     if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) | |
|     { | |
|         if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } | |
|         g_VertexBufferSize = draw_data->TotalVtxCount + 5000; | |
|         if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) | |
|             return; | |
|     } | |
|     if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) | |
|     { | |
|         if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } | |
|         g_IndexBufferSize = draw_data->TotalIdxCount + 10000; | |
|         if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0) | |
|             return; | |
|     } | |
| 
 | |
|     // Backup the DX9 state | |
|     IDirect3DStateBlock9* d3d9_state_block = NULL; | |
|     if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) | |
|         return; | |
| 
 | |
|     // Copy and convert all vertices into a single contiguous buffer | |
|     CUSTOMVERTEX* vtx_dst; | |
|     ImDrawIdx* idx_dst; | |
|     if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) | |
|         return; | |
|     if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) | |
|         return; | |
|     for (int n = 0; n < draw_data->CmdListsCount; n++) | |
|     { | |
|         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | |
|         const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; | |
|         for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) | |
|         { | |
|             vtx_dst->pos[0] = vtx_src->pos.x; | |
|             vtx_dst->pos[1] = vtx_src->pos.y; | |
|             vtx_dst->pos[2] = 0.0f; | |
|             vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16);     // RGBA --> ARGB for DirectX9 | |
|             vtx_dst->uv[0] = vtx_src->uv.x; | |
|             vtx_dst->uv[1] = vtx_src->uv.y; | |
|             vtx_dst++; | |
|             vtx_src++; | |
|         } | |
|         memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | |
|         idx_dst += cmd_list->IdxBuffer.Size; | |
|     } | |
|     g_pVB->Unlock(); | |
|     g_pIB->Unlock(); | |
|     g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); | |
|     g_pd3dDevice->SetIndices(g_pIB); | |
|     g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); | |
| 
 | |
|     // Setup viewport | |
|     D3DVIEWPORT9 vp; | |
|     vp.X = vp.Y = 0; | |
|     vp.Width = (DWORD)io.DisplaySize.x; | |
|     vp.Height = (DWORD)io.DisplaySize.y; | |
|     vp.MinZ = 0.0f; | |
|     vp.MaxZ = 1.0f; | |
|     g_pd3dDevice->SetViewport(&vp); | |
| 
 | |
|     // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing | |
|     g_pd3dDevice->SetPixelShader(NULL); | |
|     g_pd3dDevice->SetVertexShader(NULL); | |
|     g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); | |
|     g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); | |
|     g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); | |
|     g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); | |
|     g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); | |
|     g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); | |
|     g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); | |
|     g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); | |
|     g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); | |
|     g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); | |
|     g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); | |
|     g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); | |
|     g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); | |
|     g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); | |
|     g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); | |
|     g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); | |
|     g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); | |
| 
 | |
|     // Setup orthographic projection matrix | |
|     // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() | |
|     { | |
|         const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f; | |
|         D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f,  0.0f, 1.0f, 0.0f, 0.0f,  0.0f, 0.0f, 1.0f, 0.0f,  0.0f, 0.0f, 0.0f, 1.0f } }; | |
|         D3DMATRIX mat_projection = | |
|         { | |
|             2.0f/(R-L),   0.0f,         0.0f,  0.0f, | |
|             0.0f,         2.0f/(T-B),   0.0f,  0.0f, | |
|             0.0f,         0.0f,         0.5f,  0.0f, | |
|             (L+R)/(L-R),  (T+B)/(B-T),  0.5f,  1.0f, | |
|         }; | |
|         g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); | |
|         g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); | |
|         g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); | |
|     } | |
| 
 | |
|     // Render command lists | |
|     int vtx_offset = 0; | |
|     int idx_offset = 0; | |
|     for (int n = 0; n < draw_data->CmdListsCount; n++) | |
|     { | |
|         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | |
|         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | |
|         { | |
|             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | |
|             if (pcmd->UserCallback) | |
|             { | |
|                 pcmd->UserCallback(cmd_list, pcmd); | |
|             } | |
|             else | |
|             { | |
|                 const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; | |
|                 g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId); | |
|                 g_pd3dDevice->SetScissorRect(&r); | |
|                 g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); | |
|             } | |
|             idx_offset += pcmd->ElemCount; | |
|         } | |
|         vtx_offset += cmd_list->VtxBuffer.Size; | |
|     } | |
| 
 | |
|     // Restore the DX9 state | |
|     d3d9_state_block->Apply(); | |
|     d3d9_state_block->Release(); | |
| } | |
| 
 | |
| static bool IsAnyMouseButtonDown() | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++) | |
|         if (io.MouseDown[n]) | |
|             return true; | |
|     return false; | |
| } | |
| 
 | |
| // Process Win32 mouse/keyboard inputs.  | |
| // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. | |
| // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. | |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | |
| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | |
| // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds. | |
| // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. | |
| IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     switch (msg) | |
|     { | |
|     case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: | |
|     case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: | |
|     case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: | |
|     { | |
|         int button = 0; | |
|         if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0; | |
|         if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1; | |
|         if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2; | |
|         if (!IsAnyMouseButtonDown() && GetCapture() == NULL) | |
|             SetCapture(hwnd); | |
|         io.MouseDown[button] = true; | |
|         return 0; | |
|     } | |
|     case WM_LBUTTONUP: | |
|     case WM_RBUTTONUP: | |
|     case WM_MBUTTONUP: | |
|     { | |
|         int button = 0; | |
|         if (msg == WM_LBUTTONUP) button = 0; | |
|         if (msg == WM_RBUTTONUP) button = 1; | |
|         if (msg == WM_MBUTTONUP) button = 2; | |
|         io.MouseDown[button] = false; | |
|         if (!IsAnyMouseButtonDown() && GetCapture() == hwnd) | |
|             ReleaseCapture(); | |
|         return 0; | |
|     } | |
|     case WM_MOUSEWHEEL: | |
|         io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; | |
|         return 0; | |
|     case WM_MOUSEHWHEEL: | |
|         io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; | |
|         return 0; | |
|     case WM_MOUSEMOVE: | |
|         io.MousePos.x = (signed short)(lParam); | |
|         io.MousePos.y = (signed short)(lParam >> 16); | |
|         return 0; | |
|     case WM_KEYDOWN: | |
|     case WM_SYSKEYDOWN: | |
|         if (wParam < 256) | |
|             io.KeysDown[wParam] = 1; | |
|         return 0; | |
|     case WM_KEYUP: | |
|     case WM_SYSKEYUP: | |
|         if (wParam < 256) | |
|             io.KeysDown[wParam] = 0; | |
|         return 0; | |
|     case WM_CHAR: | |
|         // You can also use ToAscii()+GetKeyboardState() to retrieve characters. | |
|         if (wParam > 0 && wParam < 0x10000) | |
|             io.AddInputCharacter((unsigned short)wParam); | |
|         return 0; | |
|     } | |
|     return 0; | |
| } | |
| 
 | |
| bool    ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) | |
| { | |
|     g_hWnd = (HWND)hwnd; | |
|     g_pd3dDevice = device; | |
| 
 | |
|     if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) | |
|         return false; | |
|     if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) | |
|         return false; | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     io.KeyMap[ImGuiKey_Tab] = VK_TAB;                       // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. | |
|     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; | |
|     io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; | |
|     io.KeyMap[ImGuiKey_UpArrow] = VK_UP; | |
|     io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; | |
|     io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; | |
|     io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; | |
|     io.KeyMap[ImGuiKey_Home] = VK_HOME; | |
|     io.KeyMap[ImGuiKey_End] = VK_END; | |
|     io.KeyMap[ImGuiKey_Insert] = VK_INSERT; | |
|     io.KeyMap[ImGuiKey_Delete] = VK_DELETE; | |
|     io.KeyMap[ImGuiKey_Backspace] = VK_BACK; | |
|     io.KeyMap[ImGuiKey_Enter] = VK_RETURN; | |
|     io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; | |
|     io.KeyMap[ImGuiKey_A] = 'A'; | |
|     io.KeyMap[ImGuiKey_C] = 'C'; | |
|     io.KeyMap[ImGuiKey_V] = 'V'; | |
|     io.KeyMap[ImGuiKey_X] = 'X'; | |
|     io.KeyMap[ImGuiKey_Y] = 'Y'; | |
|     io.KeyMap[ImGuiKey_Z] = 'Z'; | |
| 
 | |
|     io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists;   // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. | |
|     io.ImeWindowHandle = g_hWnd; | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| void ImGui_ImplDX9_Shutdown() | |
| { | |
|     ImGui_ImplDX9_InvalidateDeviceObjects(); | |
|     ImGui::Shutdown(); | |
|     g_pd3dDevice = NULL; | |
|     g_hWnd = 0; | |
| } | |
| 
 | |
| static bool ImGui_ImplDX9_CreateFontsTexture() | |
| { | |
|     // Build texture atlas | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     unsigned char* pixels; | |
|     int width, height, bytes_per_pixel; | |
|     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); | |
| 
 | |
|     // Upload texture to graphics system | |
|     g_FontTexture = NULL; | |
|     if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) | |
|         return false; | |
|     D3DLOCKED_RECT tex_locked_rect; | |
|     if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) | |
|         return false; | |
|     for (int y = 0; y < height; y++) | |
|         memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); | |
|     g_FontTexture->UnlockRect(0); | |
| 
 | |
|     // Store our identifier | |
|     io.Fonts->TexID = (void *)g_FontTexture; | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| bool ImGui_ImplDX9_CreateDeviceObjects() | |
| { | |
|     if (!g_pd3dDevice) | |
|         return false; | |
|     if (!ImGui_ImplDX9_CreateFontsTexture()) | |
|         return false; | |
|     return true; | |
| } | |
| 
 | |
| void ImGui_ImplDX9_InvalidateDeviceObjects() | |
| { | |
|     if (!g_pd3dDevice) | |
|         return; | |
|     if (g_pVB) | |
|     { | |
|         g_pVB->Release(); | |
|         g_pVB = NULL; | |
|     } | |
|     if (g_pIB) | |
|     { | |
|         g_pIB->Release(); | |
|         g_pIB = NULL; | |
|     } | |
| 
 | |
|     // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     IM_ASSERT(g_FontTexture == io.Fonts->TexID); | |
|     if (g_FontTexture) | |
|         g_FontTexture->Release(); | |
|     g_FontTexture = NULL; | |
|     io.Fonts->TexID = NULL; | |
| } | |
| 
 | |
| void ImGui_ImplDX9_NewFrame() | |
| { | |
|     if (!g_FontTexture) | |
|         ImGui_ImplDX9_CreateDeviceObjects(); | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO(); | |
| 
 | |
|     // Setup display size (every frame to accommodate for window resizing) | |
|     RECT rect; | |
|     GetClientRect(g_hWnd, &rect); | |
|     io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); | |
| 
 | |
|     // Setup time step | |
|     INT64 current_time; | |
|     QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); | |
|     io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; | |
|     g_Time = current_time; | |
| 
 | |
|     // Read keyboard modifiers inputs | |
|     io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0; | |
|     io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0; | |
|     io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0; | |
|     io.KeySuper = false; | |
|     // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events | |
|     // io.MousePos : filled by WM_MOUSEMOVE events | |
|     // io.MouseDown : filled by WM_*BUTTON* events | |
|     // io.MouseWheel : filled by WM_MOUSEWHEEL events | |
|  | |
|     // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) | |
|     if (io.WantMoveMouse) | |
|     { | |
|         POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; | |
|         ClientToScreen(g_hWnd, &pos); | |
|         SetCursorPos(pos.x, pos.y); | |
|     } | |
| 
 | |
|     // Hide OS mouse cursor if ImGui is drawing it | |
|     if (io.MouseDrawCursor) | |
|         SetCursor(NULL); | |
| 
 | |
|     // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. | |
|     ImGui::NewFrame(); | |
| }
 | |
| 
 |