move to using Nez instead of Nez.FNA

This commit is contained in:
Mike 2019-02-17 13:09:54 -08:00
parent ef9814253c
commit 2e933229b1
8 changed files with 27 additions and 661 deletions

17
.vscode/settings.json vendored
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@ -11,22 +11,19 @@
"**/.[^v]*": true, // hide any files that start with a '.' but keep the .vscode folder
".vs": true, // Visual Studio settings
"getFNA.sh": true,
"imgui.ini": true,
"MonoGameContent.targets": true,
"project_name/obj": true,
"project_name/bin": true,
"**/obj": true,
"**/bin": true,
".gitignore": true,
".gitmodules": true,
"README.md": true,
"fnalibs": true,
"project_name/CompiledContent/bin": true,
"project_name/CompiledContent/obj": true,
"project_name/CompiledContent/.mgstats": true,
"project_name/*.csproj*": true,
"*.sln": true,
"**/*.csproj*": true,
"**/*.sln": true,
"FNA/[^src]*": true, // hide everything but the src folder
"Nez.FNA/[^Nez]*": true, // hide everything but the Nez folder
"Nez.FNA/Nez.FNA*": true, // we miss the Nez.FNA* stuff with the above line so hide that too
"Nez.FNA/Nez/{[^DN]*}": true, // hide everything except what begins with D or N
"Nez.FNA/Nez/Nez.*.*": true,
"Nez/{[^DN]*}": true, // hide everything except what begins with D or N
"Nez/Nez.*.*": true, // hide the files in the root of the repo
}
}

3
.vscode/tasks.json vendored
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@ -98,6 +98,9 @@
"type": "shell",
"group": "build",
"command": "msbuild /t:BuildContent",
"options": {
"cwd": "${workspaceFolder}/project_name"
},
"problemMatcher": "$msCompile"
},

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@ -82,6 +82,7 @@ function getLibs()
tar xjC $MY_DIR/fnalibs -f $MY_DIR/fnalibs.tar.bz2
if [ $? -eq 0 ]; then
echo "Finished decompressing!"
echo ""
rm $MY_DIR/fnalibs.tar.bz2
else
>&2 echo "ERROR: Unable to decompress successfully."
@ -142,7 +143,7 @@ if [[ $newProjectName = 'exit' || -z "$newProjectName" ]]; then
fi
# any files that need to have project_name replaced with the new project name should be here
files=(project_name.sln .gitignore project_name/project_name.sln project_name/project_name.csproj project_name/Game1.cs project_name/Program.cs .vscode/tasks.json .vscode/settings.json .vscode/launch.json .vscode/buildEffects.sh .vscode/processT4Templates.sh)
files=(project_name.sln .gitignore project_name/project_name.csproj project_name/Game1.cs project_name/Program.cs .vscode/tasks.json .vscode/settings.json .vscode/launch.json .vscode/buildEffects.sh .vscode/processT4Templates.sh)
for file in "${files[@]}"; do
sed -i '' "s/project_name/$newProjectName/g" $file
done
@ -154,16 +155,16 @@ mv project_name/project_name.csproj.user "project_name/$newProjectName.csproj.us
mv project_name "$newProjectName"
git init
git submodule add https://github.com/prime31/Nez.FNA.git
cd Nez.FNA
git submodule add https://github.com/prime31/Nez.git
cd Nez
git submodule init
git submodule update
command -v pbcopy > /dev/null 2>&1
if [ ! $? -eq 0 ]; then
printf "\n\nManually run the following command:\n\nnuget restore Nez.FNA/Nez/Nez.sln && msbuild Nez.FNA/Nez/Nez.sln && msbuild /t:restore $newProjectName\n\n"
printf "\n\nManually run the following command:\n\nnuget restore Nez/Nez.sln && msbuild Nez/Nez.sln && msbuild /t:restore $newProjectName\n\n"
else
echo "nuget restore Nez.FNA/Nez/Nez.sln && msbuild Nez.FNA/Nez/Nez.sln && msbuild /t:restore $newProjectName" | pbcopy
echo "nuget restore Nez/Nez.sln && msbuild Nez/Nez.sln && msbuild /t:restore $newProjectName" | pbcopy
echo ""
echo "A build command was copied to your clipboard. Paste and run it now."
echo ""

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@ -5,20 +5,21 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "project_name", "project_nam
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FNA", "FNA\FNA.csproj", "{35253CE1-C864-4CD3-8249-4D1319748E8F}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nez.FNA", "Nez.FNA\Nez.FNA\Nez.FNA.csproj", "{11A5855C-B12C-4F8D-B935-56F3D0B671C3}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nez.FNA", "Nez\Nez.Portable\Nez.FNA.csproj", "{11A5855C-B12C-4F8D-B935-56F3D0B671C3}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nez.FNA.ImGui", "Nez\Nez.ImGui\Nez.FNA.ImGui.csproj", "{16DA6D66-4DFD-46D4-A367-C02B48B80CAA}"
EndProject
Global
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{8C576ECC-147D-4B4A-8EC1-56533D26A178}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{8C576ECC-147D-4B4A-8EC1-56533D26A178}.Debug|Any CPU.Build.0 = Debug|Any CPU
{3CB9E917-FEF7-453F-A88D-6B85B552B058}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{3CB9E917-FEF7-453F-A88D-6B85B552B058}.Debug|Any CPU.Build.0 = Debug|Any CPU
{35253CE1-C864-4CD3-8249-4D1319748E8F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{35253CE1-C864-4CD3-8249-4D1319748E8F}.Debug|Any CPU.Build.0 = Debug|Any CPU
{11A5855C-B12C-4F8D-B935-56F3D0B671C3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{11A5855C-B12C-4F8D-B935-56F3D0B671C3}.Debug|Any CPU.Build.0 = Debug|Any CPU
{AD548A1D-01B2-410E-B3ED-ADAC05C3C4A3}.Debug|Any CPU.ActiveCfg = Release|Any CPU
{AD548A1D-01B2-410E-B3ED-ADAC05C3C4A3}.Debug|Any CPU.Build.0 = Release|Any CPU
{3CB9E917-FEF7-453F-A88D-6B85B552B058}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{3CB9E917-FEF7-453F-A88D-6B85B552B058}.Debug|Any CPU.Build.0 = Debug|Any CPU
{16DA6D66-4DFD-46D4-A367-C02B48B80CAA}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{16DA6D66-4DFD-46D4-A367-C02B48B80CAA}.Debug|Any CPU.Build.0 = Debug|Any CPU
EndGlobalSection
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU

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@ -1,4 +1,5 @@
using Nez;
using Nez.ImGuiTools;
namespace project_name
{

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@ -1,221 +0,0 @@
using Nez;
using ImGuiNET;
using Microsoft.Xna.Framework;
using System;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
namespace Nez
{
public class ImGuiManager : GlobalManager, IFinalRenderDelegate, IDisposable
{
public Scene scene { get; set; }
public List<Action> drawCommands = new List<Action>();
public ImGuiRenderer renderer { get; private set; }
RenderTarget2D _lastRenderTarget;
IntPtr _renderTargetId;
bool _isGameWindowFocused;
public ImGuiManager( string pathToFontFile, float fontSizePixels )
{
renderer = new ImGuiRenderer( Core.instance );
if( pathToFontFile != null )
ImGui.GetIO().Fonts.AddFontFromFileTTF( pathToFontFile, fontSizePixels );
renderer.rebuildFontAtlas();
Core.emitter.addObserver( CoreEvents.SceneChanged, onSceneChanged );
}
public ImGuiManager() : this( null, -1 )
{}
void onSceneChanged()
{
// when the Scene changes we need to rewire ourselves up as the IFinalRenderDelegate in the new Scene
// if we were previously enabled
drawCommands.Clear();
if( enabled )
onEnabled();
}
/// <summary>
/// this is where we issue any and all ImGui commands to be drawn
/// </summary>
void layoutGui()
{
for( var i = drawCommands.Count - 1; i >= 0; i-- )
drawCommands[i]();
ImGui.ShowDemoWindow();
if( _lastRenderTarget == null )
return;
var maxSize = new System.Numerics.Vector2( _lastRenderTarget.Width, _lastRenderTarget.Height );
var minSize = maxSize / 4;
maxSize *= 4;
unsafe
{
ImGui.SetNextWindowSizeConstraints( minSize, maxSize, data =>
{
var size = ( *data ).CurrentSize;
var ratio = size.X / _lastRenderTarget.Width;
( *data ).DesiredSize.Y = ratio * _lastRenderTarget.Height;
} );
}
ImGui.SetNextWindowPos( new System.Numerics.Vector2( 0, 0 ), ImGuiCond.FirstUseEver );
ImGui.PushStyleVar( ImGuiStyleVar.WindowPadding, new System.Numerics.Vector2( 0, 0 ) );
ImGui.Begin( "Game Window" );
_isGameWindowFocused = ImGui.IsWindowFocused();
//Nugget.InputDisplay.cursorScreenPos = new Vector2( ImGui.GetCursorScreenPos().X, ImGui.GetCursorScreenPos().Y );
//Nugget.InputDisplay.scaleX = ImGui.GetContentRegionAvail().X / _lastRenderTarget.Width;
//Nugget.InputDisplay.scaleY = ImGui.GetContentRegionAvail().Y / _lastRenderTarget.Height;
//Debug.log( $"window pos: {ImGui.GetWindowPos()}" );
//Debug.log( $"avail size: {ImGui.GetContentRegionAvail()}" );
//Debug.log( $"rt {_lastRenderTarget.Width} x {_lastRenderTarget.Height}" );
//Debug.log( $"scaleX: {ImGui.GetContentRegionAvail().X / _lastRenderTarget.Width}" );
//Debug.log( $"scaleY: {ImGui.GetContentRegionAvail().Y / _lastRenderTarget.Height}" );
//Debug.log( ImGui.GetWindowSize() - ImGui.GetContentRegionAvail() );
//Debug.log( $"titleHeight: {titleHeight}" );
//Debug.log( $"screenPos: {ImGui.GetCursorScreenPos()}" );
ImGui.Image( _renderTargetId, ImGui.GetContentRegionAvail() );
ImGui.End();
ImGui.PopStyleVar();
}
#region Public API
/// <summary>
/// registers an Action that will be called and any ImGui drawing can be done in it
/// </summary>
/// <param name="drawCommand"></param>
public void registerDrawCommand( Action drawCommand )
{
drawCommands.Add( drawCommand );
}
/// <summary>
/// removes the Action from the draw commands
/// </summary>
/// <param name="drawCommand"></param>
public void unregisterDrawCommand( Action drawCommand )
{
drawCommands.Remove( drawCommand );
}
/// <summary>
/// adds the font to the atlas and regenerates it
/// </summary>
/// <param name="pathToFontFile"></param>
/// <param name="fontSizePixels"></param>
/// <returns></returns>
public ImFontPtr addFontAndRegenerateAtlas( string pathToFontFile, float fontSizePixels )
{
var fontPtr = ImGui.GetIO().Fonts.AddFontFromFileTTF( pathToFontFile, fontSizePixels );
renderer.rebuildFontAtlas();
return fontPtr;
}
#endregion
#region GlobalManager Lifecycle
public override void onEnabled()
{
Core.scene.finalRenderDelegate = this;
}
public override void onDisabled()
{
Core.scene.finalRenderDelegate = null;
}
public override void update()
{
renderer.beforeLayout( Time.deltaTime );
layoutGui();
}
#endregion
#region IFinalRenderDelegate
public void handleFinalRender( RenderTarget2D finalRenderTarget, Color letterboxColor, RenderTarget2D source, Rectangle finalRenderDestinationRect, SamplerState samplerState )
{
if( _lastRenderTarget != source )
{
// unbind the old texture if we had one
if( _lastRenderTarget != null )
renderer.unbindTexture( _renderTargetId );
// bind the new texture
_lastRenderTarget = source;
_renderTargetId = renderer.bindTexture( source );
}
Core.graphicsDevice.setRenderTarget( finalRenderTarget );
Core.graphicsDevice.Clear( letterboxColor );
renderer.afterLayout();
}
public void onAddedToScene()
{ }
public void onSceneBackBufferSizeChanged( int newWidth, int newHeight )
{ }
public void unload()
{ }
#endregion
#region IDisposable Support
bool _isDisposed = false; // To detect redundant calls
protected virtual void Dispose( bool disposing )
{
if( !_isDisposed )
{
if( disposing )
{
Core.emitter.removeObserver( CoreEvents.SceneChanged, onSceneChanged );
}
_isDisposed = true;
}
}
void IDisposable.Dispose()
{
Dispose( true );
}
#endregion
[Console.Command( "toggle-imgui", "Toggles the Dear ImGui renderer" )]
static void toggleImGui()
{
// install the service if it isnt already there
var service = Core.getGlobalManager<ImGuiManager>();
if( service == null )
{
service = new ImGuiManager();
Core.registerGlobalManager( service );
}
service.setEnabled( !service.enabled );
}
}
}

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@ -1,389 +0,0 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Nez;
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
namespace ImGuiNET
{
/// <summary>
/// ImGui renderer for use with XNA-likes (FNA & MonoGame)
/// </summary>
public class ImGuiRenderer
{
public ImFontPtr defaultFontPtr { get; private set; }
// Graphics
BasicEffect _effect;
RasterizerState _rasterizerState;
readonly VertexDeclaration _vertexDeclaration;
readonly int _vertexDeclarationSize;
byte[] _vertexData;
VertexBuffer _vertexBuffer;
int _vertexBufferSize;
byte[] _indexData;
IndexBuffer _indexBuffer;
int _indexBufferSize;
// Textures
Dictionary<IntPtr, Texture2D> _loadedTextures = new Dictionary<IntPtr, Texture2D>();
int _textureId;
IntPtr? _fontTextureId;
// Input
int _scrollWheelValue;
List<int> _keys = new List<int>();
public ImGuiRenderer( Game game )
{
unsafe { _vertexDeclarationSize = sizeof( ImDrawVert ); }
_vertexDeclaration = new VertexDeclaration(
_vertexDeclarationSize,
// Position
new VertexElement( 0, VertexElementFormat.Vector2, VertexElementUsage.Position, 0 ),
// UV
new VertexElement( 8, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0 ),
// Color
new VertexElement( 16, VertexElementFormat.Color, VertexElementUsage.Color, 0 )
);
ImGui.SetCurrentContext( ImGui.CreateContext() );
_rasterizerState = new RasterizerState()
{
CullMode = CullMode.None,
DepthBias = 0,
FillMode = FillMode.Solid,
MultiSampleAntiAlias = false,
ScissorTestEnable = true,
SlopeScaleDepthBias = 0
};
setupInput();
}
#region ImGuiRenderer
/// <summary>
/// Creates a texture and loads the font data from ImGui. Should be called when the <see cref="GraphicsDevice" /> is initialized but before any rendering is done
/// </summary>
public unsafe void rebuildFontAtlas()
{
// Get font texture from ImGui
var io = ImGui.GetIO();
defaultFontPtr = ImGui.GetIO().Fonts.AddFontDefault();
io.Fonts.GetTexDataAsRGBA32( out byte* pixelData, out int width, out int height, out int bytesPerPixel );
// Copy the data to a managed array
var pixels = new byte[width * height * bytesPerPixel];
Marshal.Copy( new IntPtr( pixelData ), pixels, 0, pixels.Length );
// Create and register the texture as an XNA texture
var tex2d = new Texture2D( Core.graphicsDevice, width, height, false, SurfaceFormat.Color );
tex2d.SetData( pixels );
// Should a texture already have been built previously, unbind it first so it can be deallocated
if( _fontTextureId.HasValue )
unbindTexture( _fontTextureId.Value );
// Bind the new texture to an ImGui-friendly id
_fontTextureId = bindTexture( tex2d );
// Let ImGui know where to find the texture
io.Fonts.SetTexID( _fontTextureId.Value );
io.Fonts.ClearTexData(); // Clears CPU side texture data
}
/// <summary>
/// Creates a pointer to a texture, which can be passed through ImGui calls such as <see cref="ImGui.Image" />. That pointer is then used by ImGui to let us know what texture to draw
/// </summary>
public IntPtr bindTexture( Texture2D texture )
{
var id = new IntPtr( _textureId++ );
_loadedTextures.Add( id, texture );
return id;
}
/// <summary>
/// Removes a previously created texture pointer, releasing its reference and allowing it to be deallocated
/// </summary>
public void unbindTexture( IntPtr textureId )
{
_loadedTextures.Remove( textureId );
}
/// <summary>
/// Sets up ImGui for a new frame, should be called at frame start
/// </summary>
public void beforeLayout( float deltaTime )
{
ImGui.GetIO().DeltaTime = deltaTime;
updateInput();
ImGui.NewFrame();
}
/// <summary>
/// Asks ImGui for the generated geometry data and sends it to the graphics pipeline, should be called after the UI is drawn using ImGui.** calls
/// </summary>
public void afterLayout()
{
ImGui.Render();
unsafe { renderDrawData( ImGui.GetDrawData() ); }
}
#endregion ImGuiRenderer
#region Setup & Update
/// <summary>
/// Maps ImGui keys to XNA keys. We use this later on to tell ImGui what keys were pressed
/// </summary>
void setupInput()
{
var io = ImGui.GetIO();
_keys.Add( io.KeyMap[(int)ImGuiKey.Tab] = (int)Keys.Tab );
_keys.Add( io.KeyMap[(int)ImGuiKey.LeftArrow] = (int)Keys.Left );
_keys.Add( io.KeyMap[(int)ImGuiKey.RightArrow] = (int)Keys.Right );
_keys.Add( io.KeyMap[(int)ImGuiKey.UpArrow] = (int)Keys.Up );
_keys.Add( io.KeyMap[(int)ImGuiKey.DownArrow] = (int)Keys.Down );
_keys.Add( io.KeyMap[(int)ImGuiKey.PageUp] = (int)Keys.PageUp );
_keys.Add( io.KeyMap[(int)ImGuiKey.PageDown] = (int)Keys.PageDown );
_keys.Add( io.KeyMap[(int)ImGuiKey.Home] = (int)Keys.Home );
_keys.Add( io.KeyMap[(int)ImGuiKey.End] = (int)Keys.End );
_keys.Add( io.KeyMap[(int)ImGuiKey.Delete] = (int)Keys.Delete );
_keys.Add( io.KeyMap[(int)ImGuiKey.Backspace] = (int)Keys.Back );
_keys.Add( io.KeyMap[(int)ImGuiKey.Enter] = (int)Keys.Enter );
_keys.Add( io.KeyMap[(int)ImGuiKey.Escape] = (int)Keys.Escape );
_keys.Add( io.KeyMap[(int)ImGuiKey.A] = (int)Keys.A );
_keys.Add( io.KeyMap[(int)ImGuiKey.C] = (int)Keys.C );
_keys.Add( io.KeyMap[(int)ImGuiKey.V] = (int)Keys.V );
_keys.Add( io.KeyMap[(int)ImGuiKey.X] = (int)Keys.X );
_keys.Add( io.KeyMap[(int)ImGuiKey.Y] = (int)Keys.Y );
_keys.Add( io.KeyMap[(int)ImGuiKey.Z] = (int)Keys.Z );
// MonoGame-specific //////////////////////
// _game.Window.TextInput += (s, a) =>
// {
// if (a.Character == '\t') return;
// io.AddInputCharacter(a.Character);
// };
///////////////////////////////////////////
// FNA-specific ///////////////////////////
TextInputEXT.TextInput += c =>
{
if( c == '\t' ) return;
ImGui.GetIO().AddInputCharacter( c );
};
///////////////////////////////////////////
}
/// <summary>
/// Updates the <see cref="Effect" /> to the current matrices and texture
/// </summary>
Effect updateEffect( Texture2D texture )
{
_effect = _effect ?? new BasicEffect( Core.graphicsDevice );
var io = ImGui.GetIO();
// MonoGame-specific //////////////////////
//var offset = .5f;
///////////////////////////////////////////
// FNA-specific ///////////////////////////
var offset = 0f;
///////////////////////////////////////////
_effect.World = Matrix.Identity;
_effect.View = Matrix.Identity;
_effect.Projection = Matrix.CreateOrthographicOffCenter( offset, io.DisplaySize.X + offset, io.DisplaySize.Y + offset, offset, -1f, 1f );
_effect.TextureEnabled = true;
_effect.Texture = texture;
_effect.VertexColorEnabled = true;
return _effect;
}
/// <summary>
/// Sends XNA input state to ImGui
/// </summary>
void updateInput()
{
var io = ImGui.GetIO();
var mouse = Mouse.GetState();
var keyboard = Keyboard.GetState();
for( int i = 0; i < _keys.Count; i++ )
{
io.KeysDown[_keys[i]] = keyboard.IsKeyDown( (Keys)_keys[i] );
}
io.KeyShift = keyboard.IsKeyDown( Keys.LeftShift ) || keyboard.IsKeyDown( Keys.RightShift );
io.KeyCtrl = keyboard.IsKeyDown( Keys.LeftControl ) || keyboard.IsKeyDown( Keys.RightControl );
io.KeyAlt = keyboard.IsKeyDown( Keys.LeftAlt ) || keyboard.IsKeyDown( Keys.RightAlt );
io.KeySuper = keyboard.IsKeyDown( Keys.LeftWindows ) || keyboard.IsKeyDown( Keys.RightWindows );
io.DisplaySize = new System.Numerics.Vector2( Core.graphicsDevice.PresentationParameters.BackBufferWidth, Core.graphicsDevice.PresentationParameters.BackBufferHeight );
io.DisplayFramebufferScale = new System.Numerics.Vector2( 1f, 1f );
io.MousePos = new System.Numerics.Vector2( mouse.X, mouse.Y );
io.MouseDown[0] = mouse.LeftButton == ButtonState.Pressed;
io.MouseDown[1] = mouse.RightButton == ButtonState.Pressed;
io.MouseDown[2] = mouse.MiddleButton == ButtonState.Pressed;
var scrollDelta = mouse.ScrollWheelValue - _scrollWheelValue;
io.MouseWheel = scrollDelta > 0 ? 1 : scrollDelta < 0 ? -1 : 0;
_scrollWheelValue = mouse.ScrollWheelValue;
}
#endregion Setup & Update
#region Internals
/// <summary>
/// Gets the geometry as set up by ImGui and sends it to the graphics device
/// </summary>
void renderDrawData( ImDrawDataPtr drawData )
{
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers
var lastViewport = Core.graphicsDevice.Viewport;
var lastScissorBox = Core.graphicsDevice.ScissorRectangle;
Core.graphicsDevice.BlendFactor = Color.White;
Core.graphicsDevice.BlendState = BlendState.NonPremultiplied;
Core.graphicsDevice.RasterizerState = _rasterizerState;
Core.graphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
drawData.ScaleClipRects( ImGui.GetIO().DisplayFramebufferScale );
// Setup projection
Core.graphicsDevice.Viewport = new Viewport( 0, 0, Core.graphicsDevice.PresentationParameters.BackBufferWidth, Core.graphicsDevice.PresentationParameters.BackBufferHeight );
updateBuffers( drawData );
renderCommandLists( drawData );
// Restore modified state
Core.graphicsDevice.Viewport = lastViewport;
Core.graphicsDevice.ScissorRectangle = lastScissorBox;
}
unsafe void updateBuffers( ImDrawDataPtr drawData )
{
if( drawData.TotalVtxCount == 0 )
{
return;
}
// Expand buffers if we need more room
if( drawData.TotalVtxCount > _vertexBufferSize )
{
_vertexBuffer?.Dispose();
_vertexBufferSize = (int)( drawData.TotalVtxCount * 1.5f );
_vertexBuffer = new VertexBuffer( Core.graphicsDevice, _vertexDeclaration, _vertexBufferSize, BufferUsage.None );
_vertexData = new byte[_vertexBufferSize * _vertexDeclarationSize];
}
if( drawData.TotalIdxCount > _indexBufferSize )
{
_indexBuffer?.Dispose();
_indexBufferSize = (int)( drawData.TotalIdxCount * 1.5f );
_indexBuffer = new IndexBuffer( Core.graphicsDevice, IndexElementSize.SixteenBits, _indexBufferSize, BufferUsage.None );
_indexData = new byte[_indexBufferSize * sizeof( ushort )];
}
// Copy ImGui's vertices and indices to a set of managed byte arrays
int vtxOffset = 0;
int idxOffset = 0;
for( var n = 0; n < drawData.CmdListsCount; n++ )
{
var cmdList = drawData.CmdListsRange[n];
fixed ( void* vtxDstPtr = &_vertexData[vtxOffset * _vertexDeclarationSize] )
fixed ( void* idxDstPtr = &_indexData[idxOffset * sizeof( ushort )] )
{
Buffer.MemoryCopy( (void*)cmdList.VtxBuffer.Data, vtxDstPtr, _vertexData.Length, cmdList.VtxBuffer.Size * _vertexDeclarationSize );
Buffer.MemoryCopy( (void*)cmdList.IdxBuffer.Data, idxDstPtr, _indexData.Length, cmdList.IdxBuffer.Size * sizeof( ushort ) );
}
vtxOffset += cmdList.VtxBuffer.Size;
idxOffset += cmdList.IdxBuffer.Size;
}
// Copy the managed byte arrays to the gpu vertex- and index buffers
_vertexBuffer.SetData( _vertexData, 0, drawData.TotalVtxCount * _vertexDeclarationSize );
_indexBuffer.SetData( _indexData, 0, drawData.TotalIdxCount * sizeof( ushort ) );
}
unsafe void renderCommandLists( ImDrawDataPtr drawData )
{
Core.graphicsDevice.SetVertexBuffer( _vertexBuffer );
Core.graphicsDevice.Indices = _indexBuffer;
int vtxOffset = 0;
int idxOffset = 0;
for( int n = 0; n < drawData.CmdListsCount; n++ )
{
var cmdList = drawData.CmdListsRange[n];
for( int cmdi = 0; cmdi < cmdList.CmdBuffer.Size; cmdi++ )
{
var drawCmd = cmdList.CmdBuffer[cmdi];
if( !_loadedTextures.ContainsKey( drawCmd.TextureId ) )
{
throw new InvalidOperationException( $"Could not find a texture with id '{drawCmd.TextureId}', please check your bindings" );
}
Core.graphicsDevice.ScissorRectangle = new Rectangle(
(int)drawCmd.ClipRect.X,
(int)drawCmd.ClipRect.Y,
(int)( drawCmd.ClipRect.Z - drawCmd.ClipRect.X ),
(int)( drawCmd.ClipRect.W - drawCmd.ClipRect.Y )
);
var effect = updateEffect( _loadedTextures[drawCmd.TextureId] );
foreach( var pass in effect.CurrentTechnique.Passes )
{
pass.Apply();
#pragma warning disable CS0618 // // FNA does not expose an alternative method.
Core.graphicsDevice.DrawIndexedPrimitives(
primitiveType: PrimitiveType.TriangleList,
baseVertex: vtxOffset,
minVertexIndex: 0,
numVertices: cmdList.VtxBuffer.Size,
startIndex: idxOffset,
primitiveCount: (int)drawCmd.ElemCount / 3
);
#pragma warning restore CS0618
}
idxOffset += (int)drawCmd.ElemCount;
}
vtxOffset += cmdList.VtxBuffer.Size;
}
}
#endregion Internals
}
}

View File

@ -13,7 +13,8 @@
<!-- Reference FNA, Nez and ImGui projects -->
<ItemGroup>
<ProjectReference Include="../FNA/FNA.csproj"/>
<ProjectReference Include="../Nez.FNA/Nez.FNA/Nez.FNA.csproj"/>
<ProjectReference Include="../Nez/Nez.Portable/Nez.FNA.csproj"/>
<ProjectReference Include="../Nez/Nez.ImGui/Nez.FNA.ImGui.csproj"/>
</ItemGroup>
<!-- Include the Content directory (except for .fx files, since we use .fxb at runtime) -->
@ -71,32 +72,4 @@
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<!-- Copy ImGui native code to output -->
<PropertyGroup>
<ImGuiRuntimes>$(NuGetPackageRoot)\imgui.net\**\runtimes\</ImGuiRuntimes>
</PropertyGroup>
<ItemGroup>
<Content Include="$(ImGuiRuntimes)win-x86\native\cimgui.dll" Condition="'$(OS)' == 'Windows_NT' AND '$(Platform)' != 'x64'">
<Link>%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(ImGuiRuntimes)win-x64\native\cimgui.dll" Condition="'$(OS)' == 'Windows_NT' AND '$(Platform)' != 'x86'">
<Link>%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(ImGuiRuntimes)osx-x64\native\cimgui.dylib" Condition="'$(OS)' != 'Windows_NT' AND $(IsOSX) == 'true'">
<Link>libcimgui.dylib</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include=".$(ImGuiRuntimes)linux-x64\native\cimgui.so" Condition="'$(OS)' != 'Windows_NT' AND $(IsLinux) == 'true'">
<Link>%(Filename)%(Extension)</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<ItemGroup>
<PackageReference Include="ImGui.NET" Version="1.67.0" />
</ItemGroup>
</Project>