mirror of
https://github.com/prime31/FNA-VSCode-Template.git
synced 2025-10-31 21:50:44 +07:00
cleanup the ImGui code stuffs
This commit is contained in:
parent
1f1ef82697
commit
6ebd635a61
@ -1,28 +0,0 @@
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using Microsoft.Xna.Framework.Graphics;
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namespace ImGuiNET.SampleProgram.XNA
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{
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public static class DrawVertDeclaration
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{
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public static readonly VertexDeclaration Declaration;
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public static readonly int Size;
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static DrawVertDeclaration()
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{
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unsafe { Size = sizeof(ImDrawVert); }
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Declaration = new VertexDeclaration(
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Size,
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// Position
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new VertexElement(0, VertexElementFormat.Vector2, VertexElementUsage.Position, 0),
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// UV
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new VertexElement(8, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0),
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// Color
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new VertexElement(16, VertexElementFormat.Color, VertexElementUsage.Color, 0)
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);
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}
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}
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}
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@ -1,7 +1,6 @@
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using System;
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using System.Reflection;
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using ImGuiNET;
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using ImGuiNET.SampleProgram.XNA;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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@ -17,62 +16,93 @@ namespace Nez
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public ImGuiFinalRenderDelegate()
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{
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_imGuiRenderer = new ImGuiRenderer(Core.instance);
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_imGuiRenderer.RebuildFontAtlas();
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ImGui.GetIO().ConfigWindowsMoveFromTitleBarOnly = true;
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_imGuiRenderer = new ImGuiRenderer( Core.instance );
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_imGuiRenderer.rebuildFontAtlas();
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}
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public void handleFinalRender( Color letterboxColor, RenderTarget2D source, Rectangle finalRenderDestinationRect, SamplerState samplerState )
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[Console.Command( "toggle-imgui", "Toggles the Dear ImGui renderer" )]
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static void toggleImGui()
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{
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if(_lastRenderTarget != source)
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{
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// unbind the old texture if we had one
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if(_lastRenderTarget != null)
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_imGuiRenderer.UnbindTexture(_renderTargetId);
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// bind the new texture
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_lastRenderTarget = source;
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_renderTargetId = _imGuiRenderer.BindTexture(source);
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}
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Core.graphicsDevice.setRenderTarget( null );
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Core.graphicsDevice.Clear( letterboxColor );
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_imGuiRenderer.BeforeLayout(Time.time);
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layoutGui();
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_imGuiRenderer.AfterLayout();
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if( Core.scene.finalRenderDelegate == null )
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Core.scene.finalRenderDelegate = new ImGuiFinalRenderDelegate();
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else
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Core.scene.finalRenderDelegate = null;
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}
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void layoutGui()
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{
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ImGui.ShowDemoWindow();
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var maxSize = new System.Numerics.Vector2(_lastRenderTarget.Width, _lastRenderTarget.Height);
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var maxSize = new System.Numerics.Vector2( _lastRenderTarget.Width, _lastRenderTarget.Height );
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var minSize = maxSize / 4;
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maxSize *= 4;
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unsafe
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{
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ImGui.SetNextWindowSizeConstraints(minSize, maxSize, data =>
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ImGui.SetNextWindowSizeConstraints( minSize, maxSize, data =>
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{
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var size = (*data).CurrentSize;
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var size = ( *data ).CurrentSize;
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var ratio = size.X / _lastRenderTarget.Width;
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(*data).DesiredSize.Y = ratio * _lastRenderTarget.Height;
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});
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( *data ).DesiredSize.Y = ratio * _lastRenderTarget.Height;
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} );
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}
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ImGui.SetNextWindowPos(new System.Numerics.Vector2(0, 0), ImGuiCond.FirstUseEver);
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ImGui.Begin("Game Window");
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ImGui.Image(_renderTargetId, ImGui.GetContentRegionAvail());
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ImGui.SetNextWindowPos( new System.Numerics.Vector2( 0, 0 ), ImGuiCond.FirstUseEver );
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ImGui.PushStyleVar( ImGuiStyleVar.WindowPadding, new System.Numerics.Vector2( 0, 0 ) );
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ImGui.Begin( "Game Window" );
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Nugget.InputDisplay.cursorScreenPos = new Vector2( ImGui.GetCursorScreenPos().X, ImGui.GetCursorScreenPos().Y );
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Nugget.InputDisplay.scaleX = ImGui.GetContentRegionAvail().X / _lastRenderTarget.Width;
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Nugget.InputDisplay.scaleY = ImGui.GetContentRegionAvail().Y / _lastRenderTarget.Height;
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//Debug.log( $"window pos: {ImGui.GetWindowPos()}" );
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//Debug.log( $"avail size: {ImGui.GetContentRegionAvail()}" );
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//Debug.log( $"rt {_lastRenderTarget.Width} x {_lastRenderTarget.Height}" );
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//Debug.log( $"scaleX: {ImGui.GetContentRegionAvail().X / _lastRenderTarget.Width}" );
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//Debug.log( $"scaleY: {ImGui.GetContentRegionAvail().Y / _lastRenderTarget.Height}" );
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//Debug.log( ImGui.GetWindowSize() - ImGui.GetContentRegionAvail() );
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//Debug.log( $"titleHeight: {titleHeight}" );
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//Debug.log( $"screenPos: {ImGui.GetCursorScreenPos()}" );
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ImGui.Image( _renderTargetId, ImGui.GetContentRegionAvail() );
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ImGui.End();
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ImGui.PopStyleVar();
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}
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#region IFinalRenderDelegate
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public void handleFinalRender( RenderTarget2D finalRenderTarget, Color letterboxColor, RenderTarget2D source, Rectangle finalRenderDestinationRect, SamplerState samplerState )
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{
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if( _lastRenderTarget != source )
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{
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// unbind the old texture if we had one
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if( _lastRenderTarget != null )
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_imGuiRenderer.unbindTexture( _renderTargetId );
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// bind the new texture
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_lastRenderTarget = source;
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_renderTargetId = _imGuiRenderer.bindTexture( source );
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}
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Core.graphicsDevice.setRenderTarget( finalRenderTarget );
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Core.graphicsDevice.Clear( letterboxColor );
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_imGuiRenderer.beforeLayout( Time.deltaTime );
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layoutGui();
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_imGuiRenderer.afterLayout();
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}
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public void onAddedToScene()
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{}
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{ }
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public void onSceneBackBufferSizeChanged( int newWidth, int newHeight )
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{}
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{ }
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public void unload()
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{}
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{ }
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#endregion
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}
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}
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@ -1,51 +1,59 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Nez;
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace ImGuiNET.SampleProgram.XNA
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namespace ImGuiNET
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{
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/// <summary>
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/// ImGui renderer for use with XNA-likes (FNA & MonoGame)
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/// ImGui renderer for use with XNA-likes (FNA and MonoGame)
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/// </summary>
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public class ImGuiRenderer
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{
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private Game _game;
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// Graphics
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private GraphicsDevice _graphicsDevice;
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BasicEffect _effect;
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RasterizerState _rasterizerState;
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private BasicEffect _effect;
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private RasterizerState _rasterizerState;
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readonly VertexDeclaration _vertexDeclaration;
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readonly int _vertexDeclarationSize;
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private byte[] _vertexData;
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private VertexBuffer _vertexBuffer;
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private int _vertexBufferSize;
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byte[] _vertexData;
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VertexBuffer _vertexBuffer;
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int _vertexBufferSize;
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private byte[] _indexData;
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private IndexBuffer _indexBuffer;
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private int _indexBufferSize;
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byte[] _indexData;
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IndexBuffer _indexBuffer;
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int _indexBufferSize;
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// Textures
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private Dictionary<IntPtr, Texture2D> _loadedTextures;
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Dictionary<IntPtr, Texture2D> _loadedTextures;
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private int _textureId;
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private IntPtr? _fontTextureId;
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int _textureId;
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IntPtr? _fontTextureId;
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// Input
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private int _scrollWheelValue;
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int _scrollWheelValue;
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private List<int> _keys = new List<int>();
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List<int> _keys = new List<int>();
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public ImGuiRenderer(Game game)
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public ImGuiRenderer( Game game )
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{
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var context = ImGui.CreateContext();
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ImGui.SetCurrentContext(context);
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unsafe { _vertexDeclarationSize = sizeof( ImDrawVert ); }
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_vertexDeclaration = new VertexDeclaration(
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_vertexDeclarationSize,
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// Position
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new VertexElement( 0, VertexElementFormat.Vector2, VertexElementUsage.Position, 0 ),
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// UV
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new VertexElement( 8, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0 ),
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// Color
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new VertexElement( 16, VertexElementFormat.Color, VertexElementUsage.Color, 0 )
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);
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_game = game ?? throw new ArgumentNullException(nameof(game));
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_graphicsDevice = game.GraphicsDevice;
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var context = ImGui.CreateContext();
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ImGui.SetCurrentContext( context );
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_loadedTextures = new Dictionary<IntPtr, Texture2D>();
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@ -59,7 +67,7 @@ namespace ImGuiNET.SampleProgram.XNA
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SlopeScaleDepthBias = 0
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};
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SetupInput();
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setupInput();
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}
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#region ImGuiRenderer
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@ -67,69 +75,67 @@ namespace ImGuiNET.SampleProgram.XNA
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/// <summary>
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/// 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
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/// </summary>
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public virtual unsafe void RebuildFontAtlas()
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public unsafe void rebuildFontAtlas()
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{
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// Get font texture from ImGui
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var io = ImGui.GetIO();
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io.Fonts.GetTexDataAsRGBA32(out byte* pixelData, out int width, out int height, out int bytesPerPixel);
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io.Fonts.GetTexDataAsRGBA32( out byte* pixelData, out int width, out int height, out int bytesPerPixel );
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// Copy the data to a managed array
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var pixels = new byte[width * height * bytesPerPixel];
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unsafe { Marshal.Copy(new IntPtr(pixelData), pixels, 0, pixels.Length); }
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Marshal.Copy( new IntPtr( pixelData ), pixels, 0, pixels.Length );
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// Create and register the texture as an XNA texture
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var tex2d = new Texture2D(_graphicsDevice, width, height, false, SurfaceFormat.Color);
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tex2d.SetData(pixels);
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var tex2d = new Texture2D( Core.graphicsDevice, width, height, false, SurfaceFormat.Color );
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tex2d.SetData( pixels );
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// Should a texture already have been build previously, unbind it first so it can be deallocated
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if (_fontTextureId.HasValue) UnbindTexture(_fontTextureId.Value);
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// Should a texture already have been built previously, unbind it first so it can be deallocated
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if( _fontTextureId.HasValue )
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unbindTexture( _fontTextureId.Value );
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// Bind the new texture to an ImGui-friendly id
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_fontTextureId = BindTexture(tex2d);
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_fontTextureId = bindTexture( tex2d );
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// Let ImGui know where to find the texture
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io.Fonts.SetTexID(_fontTextureId.Value);
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io.Fonts.SetTexID( _fontTextureId.Value );
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io.Fonts.ClearTexData(); // Clears CPU side texture data
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}
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/// <summary>
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/// 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
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/// </summary>
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public virtual IntPtr BindTexture(Texture2D texture)
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public IntPtr bindTexture( Texture2D texture )
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{
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var id = new IntPtr(_textureId++);
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_loadedTextures.Add(id, texture);
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var id = new IntPtr( _textureId++ );
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_loadedTextures.Add( id, texture );
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return id;
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}
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/// <summary>
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/// Removes a previously created texture pointer, releasing its reference and allowing it to be deallocated
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/// </summary>
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public virtual void UnbindTexture(IntPtr textureId)
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public void unbindTexture( IntPtr textureId )
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{
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_loadedTextures.Remove(textureId);
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_loadedTextures.Remove( textureId );
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}
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/// <summary>
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/// Sets up ImGui for a new frame, should be called at frame start
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/// </summary>
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public virtual void BeforeLayout(float deltaTime)
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public void beforeLayout( float deltaTime )
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{
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ImGui.GetIO().DeltaTime = deltaTime;
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UpdateInput();
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updateInput();
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ImGui.NewFrame();
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}
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/// <summary>
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/// 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
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/// </summary>
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public virtual void AfterLayout()
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public void afterLayout()
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{
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ImGui.Render();
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unsafe { RenderDrawData(ImGui.GetDrawData()); }
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unsafe { renderDrawData( ImGui.GetDrawData() ); }
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}
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#endregion ImGuiRenderer
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@ -139,29 +145,29 @@ namespace ImGuiNET.SampleProgram.XNA
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/// <summary>
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/// Maps ImGui keys to XNA keys. We use this later on to tell ImGui what keys were pressed
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/// </summary>
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protected virtual void SetupInput()
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void setupInput()
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{
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var io = ImGui.GetIO();
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_keys.Add(io.KeyMap[(int)ImGuiKey.Tab] = (int)Keys.Tab);
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_keys.Add(io.KeyMap[(int)ImGuiKey.LeftArrow] = (int)Keys.Left);
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_keys.Add(io.KeyMap[(int)ImGuiKey.RightArrow] = (int)Keys.Right);
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_keys.Add(io.KeyMap[(int)ImGuiKey.UpArrow] = (int)Keys.Up);
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_keys.Add(io.KeyMap[(int)ImGuiKey.DownArrow] = (int)Keys.Down);
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_keys.Add(io.KeyMap[(int)ImGuiKey.PageUp] = (int)Keys.PageUp);
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_keys.Add(io.KeyMap[(int)ImGuiKey.PageDown] = (int)Keys.PageDown);
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_keys.Add(io.KeyMap[(int)ImGuiKey.Home] = (int)Keys.Home);
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_keys.Add(io.KeyMap[(int)ImGuiKey.End] = (int)Keys.End);
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_keys.Add(io.KeyMap[(int)ImGuiKey.Delete] = (int)Keys.Delete);
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_keys.Add(io.KeyMap[(int)ImGuiKey.Backspace] = (int)Keys.Back);
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_keys.Add(io.KeyMap[(int)ImGuiKey.Enter] = (int)Keys.Enter);
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_keys.Add(io.KeyMap[(int)ImGuiKey.Escape] = (int)Keys.Escape);
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_keys.Add(io.KeyMap[(int)ImGuiKey.A] = (int)Keys.A);
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_keys.Add(io.KeyMap[(int)ImGuiKey.C] = (int)Keys.C);
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_keys.Add(io.KeyMap[(int)ImGuiKey.V] = (int)Keys.V);
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_keys.Add(io.KeyMap[(int)ImGuiKey.X] = (int)Keys.X);
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_keys.Add(io.KeyMap[(int)ImGuiKey.Y] = (int)Keys.Y);
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_keys.Add(io.KeyMap[(int)ImGuiKey.Z] = (int)Keys.Z);
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_keys.Add( io.KeyMap[(int)ImGuiKey.Tab] = (int)Keys.Tab );
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_keys.Add( io.KeyMap[(int)ImGuiKey.LeftArrow] = (int)Keys.Left );
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_keys.Add( io.KeyMap[(int)ImGuiKey.RightArrow] = (int)Keys.Right );
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_keys.Add( io.KeyMap[(int)ImGuiKey.UpArrow] = (int)Keys.Up );
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_keys.Add( io.KeyMap[(int)ImGuiKey.DownArrow] = (int)Keys.Down );
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_keys.Add( io.KeyMap[(int)ImGuiKey.PageUp] = (int)Keys.PageUp );
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_keys.Add( io.KeyMap[(int)ImGuiKey.PageDown] = (int)Keys.PageDown );
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_keys.Add( io.KeyMap[(int)ImGuiKey.Home] = (int)Keys.Home );
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_keys.Add( io.KeyMap[(int)ImGuiKey.End] = (int)Keys.End );
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_keys.Add( io.KeyMap[(int)ImGuiKey.Delete] = (int)Keys.Delete );
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_keys.Add( io.KeyMap[(int)ImGuiKey.Backspace] = (int)Keys.Back );
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_keys.Add( io.KeyMap[(int)ImGuiKey.Enter] = (int)Keys.Enter );
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_keys.Add( io.KeyMap[(int)ImGuiKey.Escape] = (int)Keys.Escape );
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_keys.Add( io.KeyMap[(int)ImGuiKey.A] = (int)Keys.A );
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_keys.Add( io.KeyMap[(int)ImGuiKey.C] = (int)Keys.C );
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_keys.Add( io.KeyMap[(int)ImGuiKey.V] = (int)Keys.V );
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_keys.Add( io.KeyMap[(int)ImGuiKey.X] = (int)Keys.X );
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_keys.Add( io.KeyMap[(int)ImGuiKey.Y] = (int)Keys.Y );
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_keys.Add( io.KeyMap[(int)ImGuiKey.Z] = (int)Keys.Z );
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// MonoGame-specific //////////////////////
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@ -176,9 +182,9 @@ namespace ImGuiNET.SampleProgram.XNA
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// FNA-specific ///////////////////////////
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TextInputEXT.TextInput += c =>
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{
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if (c == '\t') return;
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if( c == '\t' ) return;
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ImGui.GetIO().AddInputCharacter(c);
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ImGui.GetIO().AddInputCharacter( c );
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};
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///////////////////////////////////////////
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@ -188,9 +194,9 @@ namespace ImGuiNET.SampleProgram.XNA
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/// <summary>
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/// Updates the <see cref="Effect" /> to the current matrices and texture
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/// </summary>
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protected virtual Effect UpdateEffect(Texture2D texture)
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Effect updateEffect( Texture2D texture )
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{
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_effect = _effect ?? new BasicEffect(_graphicsDevice);
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_effect = _effect ?? new BasicEffect( Core.graphicsDevice );
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var io = ImGui.GetIO();
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@ -204,7 +210,7 @@ namespace ImGuiNET.SampleProgram.XNA
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_effect.World = Matrix.Identity;
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_effect.View = Matrix.Identity;
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_effect.Projection = Matrix.CreateOrthographicOffCenter(offset, io.DisplaySize.X + offset, io.DisplaySize.Y + offset, offset, -1f, 1f);
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_effect.Projection = Matrix.CreateOrthographicOffCenter( offset, io.DisplaySize.X + offset, io.DisplaySize.Y + offset, offset, -1f, 1f );
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_effect.TextureEnabled = true;
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_effect.Texture = texture;
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_effect.VertexColorEnabled = true;
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@ -215,27 +221,27 @@ namespace ImGuiNET.SampleProgram.XNA
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/// <summary>
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/// Sends XNA input state to ImGui
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/// </summary>
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protected virtual void UpdateInput()
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void updateInput()
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{
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||||
var io = ImGui.GetIO();
|
||||
|
||||
var mouse = Mouse.GetState();
|
||||
var keyboard = Keyboard.GetState();
|
||||
|
||||
for (int i = 0; i < _keys.Count; i++)
|
||||
for( int i = 0; i < _keys.Count; i++ )
|
||||
{
|
||||
io.KeysDown[_keys[i]] = keyboard.IsKeyDown((Keys)_keys[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.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(_graphicsDevice.PresentationParameters.BackBufferWidth, _graphicsDevice.PresentationParameters.BackBufferHeight);
|
||||
io.DisplayFramebufferScale = new System.Numerics.Vector2(1f, 1f);
|
||||
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.MousePos = new System.Numerics.Vector2( mouse.X, mouse.Y );
|
||||
|
||||
io.MouseDown[0] = mouse.LeftButton == ButtonState.Pressed;
|
||||
io.MouseDown[1] = mouse.RightButton == ButtonState.Pressed;
|
||||
@ -253,71 +259,70 @@ namespace ImGuiNET.SampleProgram.XNA
|
||||
/// <summary>
|
||||
/// Gets the geometry as set up by ImGui and sends it to the graphics device
|
||||
/// </summary>
|
||||
private void RenderDrawData(ImDrawDataPtr drawData)
|
||||
void renderDrawData( ImDrawDataPtr drawData )
|
||||
{
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers
|
||||
var lastViewport = _graphicsDevice.Viewport;
|
||||
var lastScissorBox = _graphicsDevice.ScissorRectangle;
|
||||
var lastViewport = Core.graphicsDevice.Viewport;
|
||||
var lastScissorBox = Core.graphicsDevice.ScissorRectangle;
|
||||
|
||||
_graphicsDevice.BlendFactor = Color.White;
|
||||
_graphicsDevice.BlendState = BlendState.NonPremultiplied;
|
||||
_graphicsDevice.RasterizerState = _rasterizerState;
|
||||
_graphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
|
||||
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);
|
||||
drawData.ScaleClipRects( ImGui.GetIO().DisplayFramebufferScale );
|
||||
|
||||
// Setup projection
|
||||
_graphicsDevice.Viewport = new Viewport(0, 0, _graphicsDevice.PresentationParameters.BackBufferWidth, _graphicsDevice.PresentationParameters.BackBufferHeight);
|
||||
Core.graphicsDevice.Viewport = new Viewport( 0, 0, Core.graphicsDevice.PresentationParameters.BackBufferWidth, Core.graphicsDevice.PresentationParameters.BackBufferHeight );
|
||||
|
||||
UpdateBuffers(drawData);
|
||||
|
||||
RenderCommandLists(drawData);
|
||||
updateBuffers( drawData );
|
||||
renderCommandLists( drawData );
|
||||
|
||||
// Restore modified state
|
||||
_graphicsDevice.Viewport = lastViewport;
|
||||
_graphicsDevice.ScissorRectangle = lastScissorBox;
|
||||
Core.graphicsDevice.Viewport = lastViewport;
|
||||
Core.graphicsDevice.ScissorRectangle = lastScissorBox;
|
||||
}
|
||||
|
||||
private unsafe void UpdateBuffers(ImDrawDataPtr drawData)
|
||||
unsafe void updateBuffers( ImDrawDataPtr drawData )
|
||||
{
|
||||
if (drawData.TotalVtxCount == 0)
|
||||
if( drawData.TotalVtxCount == 0 )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Expand buffers if we need more room
|
||||
if (drawData.TotalVtxCount > _vertexBufferSize)
|
||||
if( drawData.TotalVtxCount > _vertexBufferSize )
|
||||
{
|
||||
_vertexBuffer?.Dispose();
|
||||
|
||||
_vertexBufferSize = (int)(drawData.TotalVtxCount * 1.5f);
|
||||
_vertexBuffer = new VertexBuffer(_graphicsDevice, DrawVertDeclaration.Declaration, _vertexBufferSize, BufferUsage.None);
|
||||
_vertexData = new byte[_vertexBufferSize * DrawVertDeclaration.Size];
|
||||
_vertexBufferSize = (int)( drawData.TotalVtxCount * 1.5f );
|
||||
_vertexBuffer = new VertexBuffer( Core.graphicsDevice, _vertexDeclaration, _vertexBufferSize, BufferUsage.None );
|
||||
_vertexData = new byte[_vertexBufferSize * _vertexDeclarationSize];
|
||||
}
|
||||
|
||||
if (drawData.TotalIdxCount > _indexBufferSize)
|
||||
if( drawData.TotalIdxCount > _indexBufferSize )
|
||||
{
|
||||
_indexBuffer?.Dispose();
|
||||
|
||||
_indexBufferSize = (int)(drawData.TotalIdxCount * 1.5f);
|
||||
_indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, _indexBufferSize, BufferUsage.None);
|
||||
_indexData = new byte[_indexBufferSize * sizeof(ushort)];
|
||||
_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 (int n = 0; n < drawData.CmdListsCount; n++)
|
||||
for( var n = 0; n < drawData.CmdListsCount; n++ )
|
||||
{
|
||||
ImDrawListPtr cmdList = drawData.CmdListsRange[n];
|
||||
var cmdList = drawData.CmdListsRange[n];
|
||||
|
||||
fixed (void* vtxDstPtr = &_vertexData[vtxOffset * DrawVertDeclaration.Size])
|
||||
fixed (void* idxDstPtr = &_indexData[idxOffset * sizeof(ushort)])
|
||||
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 * DrawVertDeclaration.Size);
|
||||
Buffer.MemoryCopy((void*)cmdList.IdxBuffer.Data, idxDstPtr, _indexData.Length, cmdList.IdxBuffer.Size * 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;
|
||||
@ -325,46 +330,43 @@ namespace ImGuiNET.SampleProgram.XNA
|
||||
}
|
||||
|
||||
// Copy the managed byte arrays to the gpu vertex- and index buffers
|
||||
_vertexBuffer.SetData(_vertexData, 0, drawData.TotalVtxCount * DrawVertDeclaration.Size);
|
||||
_indexBuffer.SetData(_indexData, 0, drawData.TotalIdxCount * sizeof(ushort));
|
||||
_vertexBuffer.SetData( _vertexData, 0, drawData.TotalVtxCount * _vertexDeclarationSize );
|
||||
_indexBuffer.SetData( _indexData, 0, drawData.TotalIdxCount * sizeof( ushort ) );
|
||||
}
|
||||
|
||||
private unsafe void RenderCommandLists(ImDrawDataPtr drawData)
|
||||
unsafe void renderCommandLists( ImDrawDataPtr drawData )
|
||||
{
|
||||
_graphicsDevice.SetVertexBuffer(_vertexBuffer);
|
||||
_graphicsDevice.Indices = _indexBuffer;
|
||||
Core.graphicsDevice.SetVertexBuffer( _vertexBuffer );
|
||||
Core.graphicsDevice.Indices = _indexBuffer;
|
||||
|
||||
int vtxOffset = 0;
|
||||
int idxOffset = 0;
|
||||
|
||||
for (int n = 0; n < drawData.CmdListsCount; n++)
|
||||
for( int n = 0; n < drawData.CmdListsCount; n++ )
|
||||
{
|
||||
ImDrawListPtr cmdList = drawData.CmdListsRange[n];
|
||||
|
||||
for (int cmdi = 0; cmdi < cmdList.CmdBuffer.Size; cmdi++)
|
||||
var cmdList = drawData.CmdListsRange[n];
|
||||
for( int cmdi = 0; cmdi < cmdList.CmdBuffer.Size; cmdi++ )
|
||||
{
|
||||
ImDrawCmdPtr drawCmd = cmdList.CmdBuffer[cmdi];
|
||||
|
||||
if (!_loadedTextures.ContainsKey(drawCmd.TextureId))
|
||||
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");
|
||||
throw new InvalidOperationException( $"Could not find a texture with id '{drawCmd.TextureId}', please check your bindings" );
|
||||
}
|
||||
|
||||
_graphicsDevice.ScissorRectangle = new Rectangle(
|
||||
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)
|
||||
(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)
|
||||
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.
|
||||
_graphicsDevice.DrawIndexedPrimitives(
|
||||
Core.graphicsDevice.DrawIndexedPrimitives(
|
||||
primitiveType: PrimitiveType.TriangleList,
|
||||
baseVertex: vtxOffset,
|
||||
minVertexIndex: 0,
|
||||
|
||||
Loading…
Reference in New Issue
Block a user