mirror of
https://github.com/goatcorp/Dalamud.git
synced 2025-12-12 10:17:22 +01:00
Move ImGuiScene into Dalamud project
This commit is contained in:
parent
5af935bbca
commit
faf61477c7
25 changed files with 3711 additions and 29 deletions
6
.gitmodules
vendored
6
.gitmodules
vendored
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@ -1,6 +1,3 @@
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[submodule "lib/ImGuiScene"]
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path = lib/ImGuiScene
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url = https://github.com/goatcorp/ImGuiScene
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[submodule "lib/FFXIVClientStructs"]
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path = lib/FFXIVClientStructs
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url = https://github.com/aers/FFXIVClientStructs
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@ -10,3 +7,6 @@
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[submodule "lib/TsudaKageyu-minhook"]
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path = lib/TsudaKageyu-minhook
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url = https://github.com/TsudaKageyu/minhook.git
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[submodule "lib/ImGui.NET"]
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path = lib/ImGui.NET
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url = https://github.com/goatcorp/ImGui.NET.git
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@ -40,13 +40,7 @@
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<ProjectReference Include="..\Dalamud\Dalamud.csproj">
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<Private>false</Private>
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</ProjectReference>
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<ProjectReference Include="..\lib\ImGuiScene\deps\ImGui.NET\src\ImGui.NET-472\ImGui.NET-472.csproj">
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<Private>false</Private>
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</ProjectReference>
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<ProjectReference Include="..\lib\ImGuiScene\ImGuiScene\ImGuiScene.csproj">
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<Private>false</Private>
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</ProjectReference>
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<ProjectReference Include="..\lib\ImGuiScene\deps\SDL2-CS\SDL2-CS.csproj">
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<ProjectReference Include="..\lib\ImGui.NET\src\ImGui.NET-472\ImGui.NET-472.csproj">
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<Private>false</Private>
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</ProjectReference>
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</ItemGroup>
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16
Dalamud.sln
16
Dalamud.sln
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@ -27,11 +27,7 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Dalamud.Test", "Dalamud.Tes
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EndProject
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Interface", "Interface", "{E15BDA6D-E881-4482-94BA-BE5527E917FF}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ImGui.NET-472", "lib\ImGuiScene\deps\ImGui.NET\src\ImGui.NET-472\ImGui.NET-472.csproj", "{0483026E-C6CE-4B1A-AA68-46544C08140B}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ImGuiScene", "lib\ImGuiScene\ImGuiScene\ImGuiScene.csproj", "{C0E7E797-4FBF-4F46-BC57-463F3719BA7A}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "SDL2-CS", "lib\ImGuiScene\deps\SDL2-CS\SDL2-CS.csproj", "{2F7FF0A8-B619-4572-86C7-71E46FE22FB8}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ImGui.NET-472", "lib\ImGui.NET\src\ImGui.NET-472\ImGui.NET-472.csproj", "{0483026E-C6CE-4B1A-AA68-46544C08140B}"
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Dalamud.CorePlugin", "Dalamud.CorePlugin\Dalamud.CorePlugin.csproj", "{4AFDB34A-7467-4D41-B067-53BC4101D9D0}"
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EndProject
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@ -81,14 +77,6 @@ Global
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{0483026E-C6CE-4B1A-AA68-46544C08140B}.Debug|Any CPU.Build.0 = Debug|x64
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{0483026E-C6CE-4B1A-AA68-46544C08140B}.Release|Any CPU.ActiveCfg = Release|x64
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{0483026E-C6CE-4B1A-AA68-46544C08140B}.Release|Any CPU.Build.0 = Release|x64
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{C0E7E797-4FBF-4F46-BC57-463F3719BA7A}.Debug|Any CPU.ActiveCfg = Debug|x64
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{C0E7E797-4FBF-4F46-BC57-463F3719BA7A}.Debug|Any CPU.Build.0 = Debug|x64
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{C0E7E797-4FBF-4F46-BC57-463F3719BA7A}.Release|Any CPU.ActiveCfg = Release|x64
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{C0E7E797-4FBF-4F46-BC57-463F3719BA7A}.Release|Any CPU.Build.0 = Release|x64
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{2F7FF0A8-B619-4572-86C7-71E46FE22FB8}.Debug|Any CPU.ActiveCfg = Debug|x64
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{2F7FF0A8-B619-4572-86C7-71E46FE22FB8}.Debug|Any CPU.Build.0 = Debug|x64
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{2F7FF0A8-B619-4572-86C7-71E46FE22FB8}.Release|Any CPU.ActiveCfg = Release|x64
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{2F7FF0A8-B619-4572-86C7-71E46FE22FB8}.Release|Any CPU.Build.0 = Release|x64
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{4AFDB34A-7467-4D41-B067-53BC4101D9D0}.Debug|Any CPU.ActiveCfg = Debug|x64
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{4AFDB34A-7467-4D41-B067-53BC4101D9D0}.Debug|Any CPU.Build.0 = Debug|x64
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{4AFDB34A-7467-4D41-B067-53BC4101D9D0}.Release|Any CPU.ActiveCfg = Release|x64
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@ -127,8 +115,6 @@ Global
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EndGlobalSection
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GlobalSection(NestedProjects) = preSolution
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{0483026E-C6CE-4B1A-AA68-46544C08140B} = {E15BDA6D-E881-4482-94BA-BE5527E917FF}
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{C0E7E797-4FBF-4F46-BC57-463F3719BA7A} = {E15BDA6D-E881-4482-94BA-BE5527E917FF}
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{2F7FF0A8-B619-4572-86C7-71E46FE22FB8} = {E15BDA6D-E881-4482-94BA-BE5527E917FF}
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{C9B87BD7-AF49-41C3-91F1-D550ADEB7833} = {E15BDA6D-E881-4482-94BA-BE5527E917FF}
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{3620414C-7DFC-423E-929F-310E19F5D930} = {E15BDA6D-E881-4482-94BA-BE5527E917FF}
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{A6AA1C3F-9470-4922-9D3F-D4549657AB22} = {E15BDA6D-E881-4482-94BA-BE5527E917FF}
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@ -79,11 +79,18 @@
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</PackageReference>
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<PackageReference Include="MinSharp" Version="1.0.4" />
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<PackageReference Include="Newtonsoft.Json" Version="13.0.3" />
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<PackageReference Include="PInvoke.DwmApi" Version="0.7.104" />
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<PackageReference Include="PInvoke.Kernel32" Version="0.7.104" />
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<PackageReference Include="PInvoke.User32" Version="0.7.104" />
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<PackageReference Include="PInvoke.Win32" Version="0.7.104" />
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<PackageReference Include="Serilog" Version="2.11.0" />
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<PackageReference Include="Serilog.Sinks.Async" Version="1.5.0" />
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<PackageReference Include="Serilog.Sinks.Console" Version="4.0.1" />
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<PackageReference Include="Serilog.Sinks.File" Version="5.0.0" />
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<PackageReference Include="SharpDX.Direct3D11" Version="4.2.0" />
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<PackageReference Include="SharpDX.Mathematics" Version="4.2.0" />
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<PackageReference Include="sqlite-net-pcl" Version="1.8.116" />
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<PackageReference Include="StbiSharp" Version="1.0.13" />
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<PackageReference Include="StyleCop.Analyzers" Version="1.2.0-beta.556">
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<PrivateAssets>all</PrivateAssets>
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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@ -95,12 +102,17 @@
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<PackageReference Include="System.Resources.Extensions" Version="8.0.0" />
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<PackageReference Include="TerraFX.Interop.Windows" Version="10.0.22621.2" />
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="Interface\ImGuiScene\resources\shaders\imgui-frag.hlsl.bytes" LogicalName="imgui-frag.hlsl.bytes" />
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<EmbeddedResource Include="Interface\ImGuiScene\resources\shaders\imgui-vertex.hlsl.bytes" LogicalName="imgui-vertex.hlsl.bytes" />
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<EmbeddedResource Include="Interface\ImGuiScene\resources\shaders\imgui-frag.glsl" LogicalName="imgui-frag.glsl" />
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<EmbeddedResource Include="Interface\ImGuiScene\resources\shaders\imgui-vertex.glsl" LogicalName="imgui-vertex.glsl" />
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<EmbeddedResource Include="Interface\ImGuiScene\costura64\stbi.dll" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Dalamud.Common\Dalamud.Common.csproj" />
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<ProjectReference Include="..\lib\FFXIVClientStructs\FFXIVClientStructs\FFXIVClientStructs.csproj" />
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<ProjectReference Include="..\lib\ImGuiScene\deps\ImGui.NET\src\ImGui.NET-472\ImGui.NET-472.csproj" />
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<ProjectReference Include="..\lib\ImGuiScene\deps\SDL2-CS\SDL2-CS.csproj" />
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<ProjectReference Include="..\lib\ImGuiScene\ImGuiScene\ImGuiScene.csproj" />
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<ProjectReference Include="..\lib\ImGui.NET\src\ImGui.NET-472\ImGui.NET-472.csproj" />
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</ItemGroup>
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<ItemGroup>
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60
Dalamud/Interface/ImGuiScene/D3DTextureWrap.cs
Normal file
60
Dalamud/Interface/ImGuiScene/D3DTextureWrap.cs
Normal file
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@ -0,0 +1,60 @@
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using Dalamud.Interface.Textures.TextureWraps;
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using SharpDX.Direct3D11;
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/// <summary>
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/// DX11 Implementation of <see cref="IDalamudTextureWrap"/>.
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/// Provides a simple wrapped view of the disposeable resource as well as the handle for ImGui.
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/// </summary>
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public class D3DTextureWrap : IDalamudTextureWrap
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{
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// hold onto this directly for easier dispose etc and in case we need it later
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private ShaderResourceView _resourceView = null;
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public int Width { get; }
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public int Height { get; }
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public IntPtr ImGuiHandle => (_resourceView == null) ? IntPtr.Zero : _resourceView.NativePointer;
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public D3DTextureWrap(ShaderResourceView texView, int width, int height)
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{
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_resourceView = texView;
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Width = width;
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Height = height;
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}
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#region IDisposable Support
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private bool disposedValue = false; // To detect redundant calls
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protected virtual void Dispose(bool disposing)
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{
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if (!disposedValue)
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{
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if (disposing)
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{
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// TODO: dispose managed state (managed objects).
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}
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// TODO: free unmanaged resources (unmanaged objects) and override a finalizer below.
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// TODO: set large fields to null.
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_resourceView?.Dispose();
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_resourceView = null;
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disposedValue = true;
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}
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}
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~D3DTextureWrap()
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{
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// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
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Dispose(false);
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}
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public void Dispose()
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{
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// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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#endregion
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}
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12
Dalamud/Interface/ImGuiScene/FodyWeavers.xml
Normal file
12
Dalamud/Interface/ImGuiScene/FodyWeavers.xml
Normal file
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@ -0,0 +1,12 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Weavers xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="FodyWeavers.xsd">
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<Costura IncludeDebugSymbols="false">
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<ExcludeAssemblies>
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SDL2-CS
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ImGui.NET
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</ExcludeAssemblies>
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<Unmanaged64Assemblies>
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stbi
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</Unmanaged64Assemblies>
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</Costura>
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</Weavers>
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141
Dalamud/Interface/ImGuiScene/FodyWeavers.xsd
Normal file
141
Dalamud/Interface/ImGuiScene/FodyWeavers.xsd
Normal file
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@ -0,0 +1,141 @@
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<?xml version="1.0" encoding="utf-8"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema">
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<!-- This file was generated by Fody. Manual changes to this file will be lost when your project is rebuilt. -->
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<xs:element name="Weavers">
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<xs:complexType>
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<xs:all>
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<xs:element name="Costura" minOccurs="0" maxOccurs="1">
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<xs:complexType>
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<xs:all>
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<xs:element minOccurs="0" maxOccurs="1" name="ExcludeAssemblies" type="xs:string">
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<xs:annotation>
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<xs:documentation>A list of assembly names to exclude from the default action of "embed all Copy Local references", delimited with line breaks</xs:documentation>
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</xs:annotation>
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</xs:element>
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<xs:element minOccurs="0" maxOccurs="1" name="IncludeAssemblies" type="xs:string">
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<xs:annotation>
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<xs:documentation>A list of assembly names to include from the default action of "embed all Copy Local references", delimited with line breaks.</xs:documentation>
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</xs:annotation>
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</xs:element>
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<xs:element minOccurs="0" maxOccurs="1" name="ExcludeRuntimeAssemblies" type="xs:string">
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<xs:annotation>
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<xs:documentation>A list of runtime assembly names to exclude from the default action of "embed all Copy Local references", delimited with line breaks</xs:documentation>
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</xs:annotation>
|
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</xs:element>
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<xs:element minOccurs="0" maxOccurs="1" name="IncludeRuntimeAssemblies" type="xs:string">
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<xs:annotation>
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<xs:documentation>A list of runtime assembly names to include from the default action of "embed all Copy Local references", delimited with line breaks.</xs:documentation>
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||||
</xs:annotation>
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||||
</xs:element>
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||||
<xs:element minOccurs="0" maxOccurs="1" name="Unmanaged32Assemblies" type="xs:string">
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<xs:annotation>
|
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<xs:documentation>A list of unmanaged 32 bit assembly names to include, delimited with line breaks.</xs:documentation>
|
||||
</xs:annotation>
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||||
</xs:element>
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<xs:element minOccurs="0" maxOccurs="1" name="Unmanaged64Assemblies" type="xs:string">
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<xs:annotation>
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<xs:documentation>A list of unmanaged 64 bit assembly names to include, delimited with line breaks.</xs:documentation>
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</xs:annotation>
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</xs:element>
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<xs:element minOccurs="0" maxOccurs="1" name="PreloadOrder" type="xs:string">
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<xs:annotation>
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<xs:documentation>The order of preloaded assemblies, delimited with line breaks.</xs:documentation>
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</xs:annotation>
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</xs:element>
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</xs:all>
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<xs:attribute name="CreateTemporaryAssemblies" type="xs:boolean">
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<xs:annotation>
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<xs:documentation>This will copy embedded files to disk before loading them into memory. This is helpful for some scenarios that expected an assembly to be loaded from a physical file.</xs:documentation>
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</xs:annotation>
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</xs:attribute>
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<xs:attribute name="IncludeDebugSymbols" type="xs:boolean">
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<xs:annotation>
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<xs:documentation>Controls if .pdbs for reference assemblies are also embedded.</xs:documentation>
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</xs:annotation>
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</xs:attribute>
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<xs:attribute name="IncludeRuntimeReferences" type="xs:boolean">
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<xs:annotation>
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<xs:documentation>Controls if runtime assemblies are also embedded.</xs:documentation>
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</xs:annotation>
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</xs:attribute>
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<xs:attribute name="UseRuntimeReferencePaths" type="xs:boolean">
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<xs:annotation>
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<xs:documentation>Controls whether the runtime assemblies are embedded with their full path or only with their assembly name.</xs:documentation>
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</xs:annotation>
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</xs:attribute>
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<xs:attribute name="DisableCompression" type="xs:boolean">
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<xs:annotation>
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<xs:documentation>Embedded assemblies are compressed by default, and uncompressed when they are loaded. You can turn compression off with this option.</xs:documentation>
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</xs:annotation>
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||||
</xs:attribute>
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<xs:attribute name="DisableCleanup" type="xs:boolean">
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<xs:annotation>
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||||
<xs:documentation>As part of Costura, embedded assemblies are no longer included as part of the build. This cleanup can be turned off.</xs:documentation>
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||||
</xs:annotation>
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||||
</xs:attribute>
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||||
<xs:attribute name="LoadAtModuleInit" type="xs:boolean">
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||||
<xs:annotation>
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||||
<xs:documentation>Costura by default will load as part of the module initialization. This flag disables that behavior. Make sure you call CosturaUtility.Initialize() somewhere in your code.</xs:documentation>
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||||
</xs:annotation>
|
||||
</xs:attribute>
|
||||
<xs:attribute name="IgnoreSatelliteAssemblies" type="xs:boolean">
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||||
<xs:annotation>
|
||||
<xs:documentation>Costura will by default use assemblies with a name like 'resources.dll' as a satellite resource and prepend the output path. This flag disables that behavior.</xs:documentation>
|
||||
</xs:annotation>
|
||||
</xs:attribute>
|
||||
<xs:attribute name="ExcludeAssemblies" type="xs:string">
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||||
<xs:annotation>
|
||||
<xs:documentation>A list of assembly names to exclude from the default action of "embed all Copy Local references", delimited with |</xs:documentation>
|
||||
</xs:annotation>
|
||||
</xs:attribute>
|
||||
<xs:attribute name="IncludeAssemblies" type="xs:string">
|
||||
<xs:annotation>
|
||||
<xs:documentation>A list of assembly names to include from the default action of "embed all Copy Local references", delimited with |.</xs:documentation>
|
||||
</xs:annotation>
|
||||
</xs:attribute>
|
||||
<xs:attribute name="ExcludeRuntimeAssemblies" type="xs:string">
|
||||
<xs:annotation>
|
||||
<xs:documentation>A list of runtime assembly names to exclude from the default action of "embed all Copy Local references", delimited with |</xs:documentation>
|
||||
</xs:annotation>
|
||||
</xs:attribute>
|
||||
<xs:attribute name="IncludeRuntimeAssemblies" type="xs:string">
|
||||
<xs:annotation>
|
||||
<xs:documentation>A list of runtime assembly names to include from the default action of "embed all Copy Local references", delimited with |.</xs:documentation>
|
||||
</xs:annotation>
|
||||
</xs:attribute>
|
||||
<xs:attribute name="Unmanaged32Assemblies" type="xs:string">
|
||||
<xs:annotation>
|
||||
<xs:documentation>A list of unmanaged 32 bit assembly names to include, delimited with |.</xs:documentation>
|
||||
</xs:annotation>
|
||||
</xs:attribute>
|
||||
<xs:attribute name="Unmanaged64Assemblies" type="xs:string">
|
||||
<xs:annotation>
|
||||
<xs:documentation>A list of unmanaged 64 bit assembly names to include, delimited with |.</xs:documentation>
|
||||
</xs:annotation>
|
||||
</xs:attribute>
|
||||
<xs:attribute name="PreloadOrder" type="xs:string">
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||||
<xs:annotation>
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||||
<xs:documentation>The order of preloaded assemblies, delimited with |.</xs:documentation>
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||||
</xs:annotation>
|
||||
</xs:attribute>
|
||||
</xs:complexType>
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||||
</xs:element>
|
||||
</xs:all>
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||||
<xs:attribute name="VerifyAssembly" type="xs:boolean">
|
||||
<xs:annotation>
|
||||
<xs:documentation>'true' to run assembly verification (PEVerify) on the target assembly after all weavers have been executed.</xs:documentation>
|
||||
</xs:annotation>
|
||||
</xs:attribute>
|
||||
<xs:attribute name="VerifyIgnoreCodes" type="xs:string">
|
||||
<xs:annotation>
|
||||
<xs:documentation>A comma-separated list of error codes that can be safely ignored in assembly verification.</xs:documentation>
|
||||
</xs:annotation>
|
||||
</xs:attribute>
|
||||
<xs:attribute name="GenerateXsd" type="xs:boolean">
|
||||
<xs:annotation>
|
||||
<xs:documentation>'false' to turn off automatic generation of the XML Schema file.</xs:documentation>
|
||||
</xs:annotation>
|
||||
</xs:attribute>
|
||||
</xs:complexType>
|
||||
</xs:element>
|
||||
</xs:schema>
|
||||
75
Dalamud/Interface/ImGuiScene/FramerateLimit.cs
Normal file
75
Dalamud/Interface/ImGuiScene/FramerateLimit.cs
Normal file
|
|
@ -0,0 +1,75 @@
|
|||
namespace ImGuiScene
|
||||
{
|
||||
/// <summary>
|
||||
/// Simple encapsulation of framerate limiting behavior, allowing for fully unbounded (no control),
|
||||
/// Vsync-enabled (sync to monitor refresh), or a specified fixed framerate (vsync disabled, hard time cap)
|
||||
/// </summary>
|
||||
public class FramerateLimit
|
||||
{
|
||||
/// <summary>
|
||||
/// The different methods of limiting framerate.
|
||||
/// </summary>
|
||||
public enum LimitType
|
||||
{
|
||||
/// <summary>
|
||||
/// No limiting at all.
|
||||
/// </summary>
|
||||
Unbounded,
|
||||
/// <summary>
|
||||
/// Vsync enabled. Render presentation will be synced to display refresh rate.
|
||||
/// </summary>
|
||||
Vsync,
|
||||
/// <summary>
|
||||
/// Restrict rendering to a fixed (maximum) number of frames per second.
|
||||
/// This will disable vsync regardless of the fps value.
|
||||
/// </summary>
|
||||
FixedFPS
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Which type of framerate limiting to apply.
|
||||
/// </summary>
|
||||
public LimitType Type { get; }
|
||||
|
||||
private readonly int _fps;
|
||||
/// <summary>
|
||||
/// The current FPS limit. Only valid with <see cref="LimitType.FixedFPS"/>.
|
||||
/// </summary>
|
||||
public int FPS
|
||||
{
|
||||
get
|
||||
{
|
||||
if (Type != LimitType.FixedFPS)
|
||||
throw new InvalidOperationException();
|
||||
|
||||
return _fps;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new framerate limit description.
|
||||
/// </summary>
|
||||
/// <param name="limitType">Which type of limiting to apply.</param>
|
||||
/// <param name="targetFps">Used only with <see cref="LimitType.FixedFPS"/>, the target frames per second to restrict rendering to.</param>
|
||||
public FramerateLimit(LimitType limitType, int targetFps = 0)
|
||||
{
|
||||
if (limitType == LimitType.FixedFPS && targetFps <= 0)
|
||||
{
|
||||
limitType = LimitType.Unbounded;
|
||||
}
|
||||
|
||||
Type = limitType;
|
||||
_fps = targetFps;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
var str = Type.ToString();
|
||||
if (Type == LimitType.FixedFPS)
|
||||
{
|
||||
str += $" ({FPS})";
|
||||
}
|
||||
return str;
|
||||
}
|
||||
}
|
||||
}
|
||||
10
Dalamud/Interface/ImGuiScene/ImGui_Impl/Custom.cs
Normal file
10
Dalamud/Interface/ImGuiScene/ImGui_Impl/Custom.cs
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace ImGuiScene.ImGui_Impl {
|
||||
|
||||
// Custom cimgui functions we use for utility purposes
|
||||
internal static class Custom {
|
||||
[DllImport("cimgui", CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void igCustom_ClearStacks();
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
namespace ImGuiScene
|
||||
{
|
||||
public interface IImGuiInputHandler : IDisposable
|
||||
{
|
||||
void NewFrame(int width, int height);
|
||||
void SetIniPath(string path);
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -0,0 +1,14 @@
|
|||
namespace ImGuiScene
|
||||
{
|
||||
/// <summary>
|
||||
/// A simple shared public interface that all ImGui render implementations follow.
|
||||
/// </summary>
|
||||
public interface IImGuiRenderer
|
||||
{
|
||||
// FIXME - probably a better way to do this than params object[] !
|
||||
void Init(params object[] initParams);
|
||||
void Shutdown();
|
||||
void NewFrame();
|
||||
void RenderDrawData(ImGuiNET.ImDrawDataPtr drawData);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,859 @@
|
|||
using ImGuiNET;
|
||||
using SharpDX;
|
||||
using SharpDX.Direct3D;
|
||||
using SharpDX.Direct3D11;
|
||||
using SharpDX.DXGI;
|
||||
using SharpDX.Mathematics.Interop;
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
using Buffer = SharpDX.Direct3D11.Buffer;
|
||||
using Device = SharpDX.Direct3D11.Device;
|
||||
using MapFlags = SharpDX.Direct3D11.MapFlags;
|
||||
|
||||
namespace ImGuiScene
|
||||
{
|
||||
/// <summary>
|
||||
/// Currently undocumented because it is a horrible mess.
|
||||
/// A near-direct port of https://github.com/ocornut/imgui/blob/master/examples/imgui_impl_dx11.cpp
|
||||
/// State backup follows the general layout of imgui's sample (which is a mess), but has been rather
|
||||
/// expanded to cover the vast majority of render state, following the example here
|
||||
/// https://github.com/GPUOpen-LibrariesAndSDKs/CrossfireAPI11/blob/master/amd_lib/src/AMD_SaveRestoreState.cpp
|
||||
/// Would be nice to organize it better, but it seems to work
|
||||
/// </summary>
|
||||
public unsafe class ImGui_Impl_DX11 : IImGuiRenderer
|
||||
{
|
||||
private IntPtr _renderNamePtr;
|
||||
private Device _device;
|
||||
private DeviceContext _deviceContext;
|
||||
private List<ShaderResourceView> _fontResourceViews = new();
|
||||
private SamplerState _fontSampler;
|
||||
private VertexShader _vertexShader;
|
||||
private PixelShader _pixelShader;
|
||||
private InputLayout _inputLayout;
|
||||
private Buffer _vertexConstantBuffer;
|
||||
private BlendState _blendState;
|
||||
private RasterizerState _rasterizerState;
|
||||
private DepthStencilState _depthStencilState;
|
||||
private Buffer _vertexBuffer;
|
||||
private Buffer _indexBuffer;
|
||||
private int _vertexBufferSize;
|
||||
private int _indexBufferSize;
|
||||
private VertexBufferBinding _vertexBinding;
|
||||
// so we don't make a temporary object every frame
|
||||
private RawColor4 _blendColor = new RawColor4(0, 0, 0, 0);
|
||||
|
||||
// TODO: I'll clean this up better later
|
||||
private class StateBackup : IDisposable
|
||||
{
|
||||
private DeviceContext deviceContext;
|
||||
|
||||
// IA
|
||||
public InputLayout InputLayout;
|
||||
public PrimitiveTopology PrimitiveTopology;
|
||||
public Buffer IndexBuffer;
|
||||
public Format IndexBufferFormat;
|
||||
public int IndexBufferOffset;
|
||||
public Buffer[] VertexBuffers;
|
||||
public int[] VertexBufferStrides;
|
||||
public int[] VertexBufferOffsets;
|
||||
|
||||
// RS
|
||||
public RasterizerState RS;
|
||||
public Rectangle[] ScissorRects;
|
||||
public RawViewportF[] Viewports;
|
||||
|
||||
// OM
|
||||
public BlendState BlendState;
|
||||
public RawColor4 BlendFactor;
|
||||
public int SampleMask;
|
||||
public DepthStencilState DepthStencilState;
|
||||
public int DepthStencilRef;
|
||||
public DepthStencilView DepthStencilView;
|
||||
public RenderTargetView[] RenderTargetViews;
|
||||
|
||||
// VS
|
||||
public VertexShader VS;
|
||||
public Buffer[] VSConstantBuffers;
|
||||
public SamplerState[] VSSamplers;
|
||||
public ShaderResourceView[] VSResourceViews;
|
||||
|
||||
// HS
|
||||
public HullShader HS;
|
||||
public Buffer[] HSConstantBuffers;
|
||||
public SamplerState[] HSSamplers;
|
||||
public ShaderResourceView[] HSResourceViews;
|
||||
|
||||
// DS
|
||||
public DomainShader DS;
|
||||
public Buffer[] DSConstantBuffers;
|
||||
public SamplerState[] DSSamplers;
|
||||
public ShaderResourceView[] DSResourceViews;
|
||||
|
||||
// GS
|
||||
public GeometryShader GS;
|
||||
public Buffer[] GSConstantBuffers;
|
||||
public SamplerState[] GSSamplers;
|
||||
public ShaderResourceView[] GSResourceViews;
|
||||
|
||||
// PS
|
||||
public PixelShader PS;
|
||||
public Buffer[] PSConstantBuffers;
|
||||
public SamplerState[] PSSamplers;
|
||||
public ShaderResourceView[] PSResourceViews;
|
||||
|
||||
public ComputeShader CS;
|
||||
public Buffer[] CSConstantBuffers;
|
||||
public SamplerState[] CSSamplers;
|
||||
public ShaderResourceView[] CSResourceViews;
|
||||
public UnorderedAccessView[] CSUAVs;
|
||||
|
||||
private bool disposedValue = false; // To detect redundant calls
|
||||
|
||||
public StateBackup(DeviceContext deviceContext)
|
||||
{
|
||||
this.deviceContext = deviceContext;
|
||||
|
||||
this.ScissorRects = new Rectangle[16]; // I couldn't find D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE as a SharpDX enum
|
||||
this.Viewports = new RawViewportF[16];
|
||||
this.VertexBuffers = new Buffer[InputAssemblerStage.VertexInputResourceSlotCount];
|
||||
this.VertexBufferStrides = new int[InputAssemblerStage.VertexInputResourceSlotCount];
|
||||
this.VertexBufferOffsets = new int[InputAssemblerStage.VertexInputResourceSlotCount];
|
||||
|
||||
// IA
|
||||
this.InputLayout = deviceContext.InputAssembler.InputLayout;
|
||||
this.deviceContext.InputAssembler.GetIndexBuffer(out this.IndexBuffer, out this.IndexBufferFormat, out this.IndexBufferOffset);
|
||||
this.PrimitiveTopology = this.deviceContext.InputAssembler.PrimitiveTopology;
|
||||
this.deviceContext.InputAssembler.GetVertexBuffers(0, InputAssemblerStage.VertexInputResourceSlotCount, this.VertexBuffers, this.VertexBufferStrides, this.VertexBufferOffsets);
|
||||
|
||||
// RS
|
||||
this.RS = this.deviceContext.Rasterizer.State;
|
||||
this.deviceContext.Rasterizer.GetScissorRectangles<Rectangle>(this.ScissorRects);
|
||||
this.deviceContext.Rasterizer.GetViewports<RawViewportF>(this.Viewports);
|
||||
|
||||
// OM
|
||||
this.BlendState = this.deviceContext.OutputMerger.GetBlendState(out this.BlendFactor, out this.SampleMask);
|
||||
this.DepthStencilState = this.deviceContext.OutputMerger.GetDepthStencilState(out this.DepthStencilRef);
|
||||
this.RenderTargetViews = this.deviceContext.OutputMerger.GetRenderTargets(OutputMergerStage.SimultaneousRenderTargetCount, out this.DepthStencilView);
|
||||
|
||||
// VS
|
||||
this.VS = this.deviceContext.VertexShader.Get();
|
||||
this.VSSamplers = this.deviceContext.VertexShader.GetSamplers(0, CommonShaderStage.SamplerSlotCount);
|
||||
this.VSConstantBuffers = this.deviceContext.VertexShader.GetConstantBuffers(0, CommonShaderStage.ConstantBufferApiSlotCount);
|
||||
this.VSResourceViews = this.deviceContext.VertexShader.GetShaderResources(0, CommonShaderStage.InputResourceSlotCount);
|
||||
|
||||
// HS
|
||||
this.HS = this.deviceContext.HullShader.Get();
|
||||
this.HSSamplers = this.deviceContext.HullShader.GetSamplers(0, CommonShaderStage.SamplerSlotCount);
|
||||
this.HSConstantBuffers = this.deviceContext.HullShader.GetConstantBuffers(0, CommonShaderStage.ConstantBufferApiSlotCount);
|
||||
this.HSResourceViews = this.deviceContext.HullShader.GetShaderResources(0, CommonShaderStage.InputResourceSlotCount);
|
||||
|
||||
// DS
|
||||
this.DS = this.deviceContext.DomainShader.Get();
|
||||
this.DSSamplers = this.deviceContext.DomainShader.GetSamplers(0, CommonShaderStage.SamplerSlotCount);
|
||||
this.DSConstantBuffers = this.deviceContext.DomainShader.GetConstantBuffers(0, CommonShaderStage.ConstantBufferApiSlotCount);
|
||||
this.DSResourceViews = this.deviceContext.DomainShader.GetShaderResources(0, CommonShaderStage.InputResourceSlotCount);
|
||||
|
||||
// GS
|
||||
this.GS = this.deviceContext.GeometryShader.Get();
|
||||
this.GSSamplers = this.deviceContext.GeometryShader.GetSamplers(0, CommonShaderStage.SamplerSlotCount);
|
||||
this.GSConstantBuffers = this.deviceContext.GeometryShader.GetConstantBuffers(0, CommonShaderStage.ConstantBufferApiSlotCount);
|
||||
this.GSResourceViews = this.deviceContext.GeometryShader.GetShaderResources(0, CommonShaderStage.InputResourceSlotCount);
|
||||
|
||||
// PS
|
||||
this.PS = this.deviceContext.PixelShader.Get();
|
||||
this.PSSamplers = this.deviceContext.PixelShader.GetSamplers(0, CommonShaderStage.SamplerSlotCount);
|
||||
this.PSConstantBuffers = this.deviceContext.PixelShader.GetConstantBuffers(0, CommonShaderStage.ConstantBufferApiSlotCount);
|
||||
this.PSResourceViews = this.deviceContext.PixelShader.GetShaderResources(0, CommonShaderStage.InputResourceSlotCount);
|
||||
|
||||
// CS
|
||||
this.CS = this.deviceContext.ComputeShader.Get();
|
||||
this.CSSamplers = this.deviceContext.ComputeShader.GetSamplers(0, CommonShaderStage.SamplerSlotCount);
|
||||
this.CSConstantBuffers = this.deviceContext.ComputeShader.GetConstantBuffers(0, CommonShaderStage.ConstantBufferApiSlotCount);
|
||||
this.CSResourceViews = this.deviceContext.ComputeShader.GetShaderResources(0, CommonShaderStage.InputResourceSlotCount);
|
||||
this.CSUAVs = this.deviceContext.ComputeShader.GetUnorderedAccessViews(0, ComputeShaderStage.UnorderedAccessViewSlotCount); // should be register count and not slot, but the value is correct
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (!disposedValue)
|
||||
{
|
||||
if (disposing)
|
||||
{
|
||||
// TODO: dispose managed state (managed objects).
|
||||
}
|
||||
|
||||
// TODO: free unmanaged resources (unmanaged objects) and override a finalizer below.
|
||||
// TODO: set large fields to null.
|
||||
|
||||
// IA
|
||||
this.deviceContext.InputAssembler.InputLayout = this.InputLayout;
|
||||
this.deviceContext.InputAssembler.SetIndexBuffer(this.IndexBuffer, this.IndexBufferFormat, this.IndexBufferOffset);
|
||||
this.deviceContext.InputAssembler.PrimitiveTopology = this.PrimitiveTopology;
|
||||
this.deviceContext.InputAssembler.SetVertexBuffers(0, this.VertexBuffers, this.VertexBufferStrides, this.VertexBufferOffsets);
|
||||
|
||||
// RS
|
||||
this.deviceContext.Rasterizer.State = this.RS;
|
||||
this.deviceContext.Rasterizer.SetScissorRectangles(this.ScissorRects);
|
||||
this.deviceContext.Rasterizer.SetViewports(this.Viewports, this.Viewports.Length);
|
||||
|
||||
// OM
|
||||
this.deviceContext.OutputMerger.SetBlendState(this.BlendState, this.BlendFactor, this.SampleMask);
|
||||
this.deviceContext.OutputMerger.SetDepthStencilState(this.DepthStencilState, this.DepthStencilRef);
|
||||
this.deviceContext.OutputMerger.SetRenderTargets(this.DepthStencilView, this.RenderTargetViews);
|
||||
|
||||
// VS
|
||||
this.deviceContext.VertexShader.Set(this.VS);
|
||||
this.deviceContext.VertexShader.SetSamplers(0, this.VSSamplers);
|
||||
this.deviceContext.VertexShader.SetConstantBuffers(0, this.VSConstantBuffers);
|
||||
this.deviceContext.VertexShader.SetShaderResources(0, this.VSResourceViews);
|
||||
|
||||
// HS
|
||||
this.deviceContext.HullShader.Set(this.HS);
|
||||
this.deviceContext.HullShader.SetSamplers(0, this.HSSamplers);
|
||||
this.deviceContext.HullShader.SetConstantBuffers(0, this.HSConstantBuffers);
|
||||
this.deviceContext.HullShader.SetShaderResources(0, this.HSResourceViews);
|
||||
|
||||
// DS
|
||||
this.deviceContext.DomainShader.Set(this.DS);
|
||||
this.deviceContext.DomainShader.SetSamplers(0, this.DSSamplers);
|
||||
this.deviceContext.DomainShader.SetConstantBuffers(0, this.DSConstantBuffers);
|
||||
this.deviceContext.DomainShader.SetShaderResources(0, this.DSResourceViews);
|
||||
|
||||
// GS
|
||||
this.deviceContext.GeometryShader.Set(this.GS);
|
||||
this.deviceContext.GeometryShader.SetSamplers(0, this.GSSamplers);
|
||||
this.deviceContext.GeometryShader.SetConstantBuffers(0, this.GSConstantBuffers);
|
||||
this.deviceContext.GeometryShader.SetShaderResources(0, this.GSResourceViews);
|
||||
|
||||
// PS
|
||||
this.deviceContext.PixelShader.Set(this.PS);
|
||||
this.deviceContext.PixelShader.SetSamplers(0, this.PSSamplers);
|
||||
this.deviceContext.PixelShader.SetConstantBuffers(0, this.PSConstantBuffers);
|
||||
this.deviceContext.PixelShader.SetShaderResources(0, this.PSResourceViews);
|
||||
|
||||
// CS
|
||||
this.deviceContext.ComputeShader.Set(this.CS);
|
||||
this.deviceContext.ComputeShader.SetSamplers(0, this.CSSamplers);
|
||||
this.deviceContext.ComputeShader.SetConstantBuffers(0, this.CSConstantBuffers);
|
||||
this.deviceContext.ComputeShader.SetShaderResources(0, this.CSResourceViews);
|
||||
this.deviceContext.ComputeShader.SetUnorderedAccessViews(0, this.CSUAVs);
|
||||
|
||||
// force free these references immediately, or they hang around too long and calls
|
||||
// to swapchain->ResizeBuffers() will fail due to outstanding references
|
||||
// We could force free other things too, but nothing else should cause errors
|
||||
// and these should get gc'd and disposed eventually
|
||||
foreach (var rtv in this.RenderTargetViews)
|
||||
{
|
||||
rtv?.Dispose();
|
||||
}
|
||||
|
||||
this.RenderTargetViews = null;
|
||||
this.DepthStencilView = null;
|
||||
this.VSResourceViews = null;
|
||||
this.HSResourceViews = null;
|
||||
this.DSResourceViews = null;
|
||||
this.GSResourceViews = null;
|
||||
this.PSResourceViews = null;
|
||||
this.CSResourceViews = null;
|
||||
|
||||
disposedValue = true;
|
||||
}
|
||||
}
|
||||
|
||||
~StateBackup()
|
||||
{
|
||||
// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
|
||||
Dispose(false);
|
||||
}
|
||||
|
||||
// This code added to correctly implement the disposable pattern.
|
||||
public void Dispose()
|
||||
{
|
||||
// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
|
||||
Dispose(true);
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetupRenderState(ImDrawDataPtr drawData)
|
||||
{
|
||||
// Setup viewport
|
||||
_deviceContext.Rasterizer.SetViewport(0, 0, drawData.DisplaySize.X, drawData.DisplaySize.Y);
|
||||
|
||||
// Setup shader and vertex buffers
|
||||
_deviceContext.InputAssembler.InputLayout = _inputLayout;
|
||||
_vertexBinding.Buffer = _vertexBuffer;
|
||||
_deviceContext.InputAssembler.SetVertexBuffers(0, _vertexBinding);
|
||||
_deviceContext.InputAssembler.SetIndexBuffer(_indexBuffer, Format.R16_UInt, 0);
|
||||
_deviceContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
|
||||
_deviceContext.VertexShader.Set(_vertexShader);
|
||||
_deviceContext.VertexShader.SetConstantBuffer(0, _vertexConstantBuffer);
|
||||
_deviceContext.PixelShader.Set(_pixelShader);
|
||||
_deviceContext.PixelShader.SetSampler(0, _fontSampler);
|
||||
_deviceContext.GeometryShader.Set(null);
|
||||
_deviceContext.HullShader.Set(null);
|
||||
_deviceContext.DomainShader.Set(null);
|
||||
_deviceContext.ComputeShader.Set(null);
|
||||
|
||||
// Setup blend state
|
||||
_deviceContext.OutputMerger.BlendState = _blendState;
|
||||
_deviceContext.OutputMerger.BlendFactor = _blendColor;
|
||||
_deviceContext.OutputMerger.DepthStencilState = _depthStencilState;
|
||||
_deviceContext.Rasterizer.State = _rasterizerState;
|
||||
}
|
||||
|
||||
public void RenderDrawData(ImDrawDataPtr drawData)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (drawData.DisplaySize.X <= 0 || drawData.DisplaySize.Y <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!drawData.Valid || drawData.CmdListsCount == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// drawData.ScaleClipRects(ImGui.GetIO().DisplayFramebufferScale);
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (_vertexBuffer == null || _vertexBufferSize < drawData.TotalVtxCount)
|
||||
{
|
||||
_vertexBuffer?.Dispose();
|
||||
_vertexBufferSize = drawData.TotalVtxCount + 5000;
|
||||
|
||||
_vertexBuffer = new Buffer(_device, new BufferDescription
|
||||
{
|
||||
Usage = ResourceUsage.Dynamic,
|
||||
SizeInBytes = Unsafe.SizeOf<ImDrawVert>() * _vertexBufferSize,
|
||||
BindFlags = BindFlags.VertexBuffer,
|
||||
CpuAccessFlags = CpuAccessFlags.Write,
|
||||
OptionFlags = ResourceOptionFlags.None
|
||||
});
|
||||
|
||||
// (Re)make this here rather than every frame
|
||||
_vertexBinding = new VertexBufferBinding
|
||||
{
|
||||
Buffer = _vertexBuffer,
|
||||
Stride = Unsafe.SizeOf<ImDrawVert>(),
|
||||
Offset = 0
|
||||
};
|
||||
}
|
||||
|
||||
if (_indexBuffer == null || _indexBufferSize < drawData.TotalIdxCount)
|
||||
{
|
||||
_indexBuffer?.Dispose();
|
||||
_indexBufferSize = drawData.TotalIdxCount + 10000;
|
||||
|
||||
_indexBuffer = new Buffer(_device, new BufferDescription
|
||||
{
|
||||
Usage = ResourceUsage.Dynamic,
|
||||
SizeInBytes = sizeof(ushort) * _indexBufferSize, // ImGui.NET doesn't provide an ImDrawIdx, but their sample uses ushort
|
||||
BindFlags = BindFlags.IndexBuffer,
|
||||
CpuAccessFlags = CpuAccessFlags.Write
|
||||
});
|
||||
}
|
||||
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
int vertexOffset = 0, indexOffset = 0;
|
||||
var vertexData = _deviceContext.MapSubresource(_vertexBuffer, 0, MapMode.WriteDiscard, MapFlags.None).DataPointer;
|
||||
var indexData = _deviceContext.MapSubresource(_indexBuffer, 0, MapMode.WriteDiscard, MapFlags.None).DataPointer;
|
||||
|
||||
for (int n = 0; n < drawData.CmdListsCount; n++)
|
||||
{
|
||||
var cmdList = drawData.CmdListsRange[n];
|
||||
unsafe
|
||||
{
|
||||
System.Buffer.MemoryCopy(cmdList.VtxBuffer.Data.ToPointer(),
|
||||
(ImDrawVert*)vertexData + vertexOffset,
|
||||
Unsafe.SizeOf<ImDrawVert>() * _vertexBufferSize,
|
||||
Unsafe.SizeOf<ImDrawVert>() * cmdList.VtxBuffer.Size);
|
||||
|
||||
System.Buffer.MemoryCopy(cmdList.IdxBuffer.Data.ToPointer(),
|
||||
(ushort*)indexData + indexOffset,
|
||||
sizeof(ushort) * _indexBufferSize,
|
||||
sizeof(ushort) * cmdList.IdxBuffer.Size);
|
||||
|
||||
vertexOffset += cmdList.VtxBuffer.Size;
|
||||
indexOffset += cmdList.IdxBuffer.Size;
|
||||
}
|
||||
}
|
||||
_deviceContext.UnmapSubresource(_vertexBuffer, 0);
|
||||
_deviceContext.UnmapSubresource(_indexBuffer, 0);
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from drawData.DisplayPos (top left) to drawData.DisplayPos+drawData.DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
var L = drawData.DisplayPos.X;
|
||||
var R = drawData.DisplayPos.X + drawData.DisplaySize.X;
|
||||
var T = drawData.DisplayPos.Y;
|
||||
var B = drawData.DisplayPos.Y + drawData.DisplaySize.Y;
|
||||
var mvp = new float[]
|
||||
{
|
||||
2f/(R-L), 0, 0, 0,
|
||||
0, 2f/(T-B), 0, 0,
|
||||
0, 0, 0.5f, 0,
|
||||
(R+L)/(L-R), (T+B)/(B-T), 0.5f, 1f
|
||||
};
|
||||
|
||||
var constantBuffer = _deviceContext.MapSubresource(_vertexConstantBuffer, 0, MapMode.WriteDiscard, MapFlags.None).DataPointer;
|
||||
unsafe
|
||||
{
|
||||
fixed (void* mvpPtr = mvp)
|
||||
{
|
||||
System.Buffer.MemoryCopy(mvpPtr, constantBuffer.ToPointer(), 16 * sizeof(float), 16 * sizeof(float));
|
||||
}
|
||||
}
|
||||
_deviceContext.UnmapSubresource(_vertexConstantBuffer, 0);
|
||||
|
||||
var oldState = new StateBackup(_deviceContext);
|
||||
|
||||
// Setup desired DX state
|
||||
SetupRenderState(drawData);
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
vertexOffset = 0;
|
||||
indexOffset = 0;
|
||||
var clipOff = drawData.DisplayPos;
|
||||
for (int n = 0; n < drawData.CmdListsCount; n++)
|
||||
{
|
||||
var cmdList = drawData.CmdListsRange[n];
|
||||
for (int cmd = 0; cmd < cmdList.CmdBuffer.Size; cmd++)
|
||||
{
|
||||
var pcmd = cmdList.CmdBuffer[cmd];
|
||||
if (pcmd.UserCallback != IntPtr.Zero)
|
||||
{
|
||||
// TODO
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
_deviceContext.Rasterizer.SetScissorRectangle((int)(pcmd.ClipRect.X - clipOff.X), (int)(pcmd.ClipRect.Y - clipOff.Y), (int)(pcmd.ClipRect.Z - clipOff.X), (int)(pcmd.ClipRect.W - clipOff.Y));
|
||||
|
||||
// Bind texture, Draw
|
||||
// TODO: might be nice to store samplers for loaded textures so that we can look them up and apply them here
|
||||
// rather than just always using the font sampler
|
||||
var textureSrv = ShaderResourceView.FromPointer<ShaderResourceView>(pcmd.TextureId);
|
||||
_deviceContext.PixelShader.SetShaderResource(0, textureSrv);
|
||||
_deviceContext.DrawIndexed((int)pcmd.ElemCount, (int)(pcmd.IdxOffset + indexOffset), (int)(pcmd.VtxOffset + vertexOffset));
|
||||
}
|
||||
}
|
||||
|
||||
indexOffset += cmdList.IdxBuffer.Size;
|
||||
vertexOffset += cmdList.VtxBuffer.Size;
|
||||
}
|
||||
|
||||
oldState.Dispose(); // restores the previous state
|
||||
oldState = null;
|
||||
}
|
||||
|
||||
public void CreateFontsTexture()
|
||||
{
|
||||
var io = ImGui.GetIO();
|
||||
if (io.Fonts.Textures.Size == 0)
|
||||
io.Fonts.Build();
|
||||
|
||||
for (int textureIndex = 0, textureCount = io.Fonts.Textures.Size;
|
||||
textureIndex < textureCount;
|
||||
textureIndex++) {
|
||||
|
||||
// Build texture atlas
|
||||
io.Fonts.GetTexDataAsRGBA32(textureIndex, out IntPtr fontPixels, out int fontWidth, out int fontHeight,
|
||||
out int fontBytesPerPixel);
|
||||
|
||||
// Upload texture to graphics system
|
||||
var texDesc = new Texture2DDescription {
|
||||
Width = fontWidth,
|
||||
Height = fontHeight,
|
||||
MipLevels = 1,
|
||||
ArraySize = 1,
|
||||
Format = Format.R8G8B8A8_UNorm,
|
||||
SampleDescription = new SampleDescription(1, 0),
|
||||
Usage = ResourceUsage.Immutable,
|
||||
BindFlags = BindFlags.ShaderResource,
|
||||
CpuAccessFlags = CpuAccessFlags.None,
|
||||
OptionFlags = ResourceOptionFlags.None
|
||||
};
|
||||
|
||||
using var fontTexture = new Texture2D(
|
||||
_device, texDesc, new DataRectangle(fontPixels, fontWidth * fontBytesPerPixel));
|
||||
|
||||
// Create texture view
|
||||
var fontResourceView = new ShaderResourceView(_device, fontTexture, new ShaderResourceViewDescription {
|
||||
Format = texDesc.Format,
|
||||
Dimension = ShaderResourceViewDimension.Texture2D,
|
||||
Texture2D = { MipLevels = texDesc.MipLevels }
|
||||
});
|
||||
|
||||
// Store our identifier
|
||||
_fontResourceViews.Add(fontResourceView);
|
||||
io.Fonts.SetTexID(textureIndex, fontResourceView.NativePointer);
|
||||
}
|
||||
|
||||
io.Fonts.ClearTexData();
|
||||
|
||||
// Create texture sampler
|
||||
_fontSampler = new SamplerState(_device, new SamplerStateDescription
|
||||
{
|
||||
Filter = Filter.MinMagMipLinear,
|
||||
AddressU = TextureAddressMode.Wrap,
|
||||
AddressV = TextureAddressMode.Wrap,
|
||||
AddressW = TextureAddressMode.Wrap,
|
||||
MipLodBias = 0,
|
||||
ComparisonFunction = Comparison.Always,
|
||||
MinimumLod = 0,
|
||||
MaximumLod = 0
|
||||
});
|
||||
}
|
||||
|
||||
public bool CreateDeviceObjects()
|
||||
{
|
||||
if (_device == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_fontSampler != null)
|
||||
{
|
||||
InvalidateDeviceObjects();
|
||||
}
|
||||
|
||||
// Create the vertex shader
|
||||
byte[] shaderData;
|
||||
|
||||
var assembly = Assembly.GetExecutingAssembly();
|
||||
using (var stream = assembly.GetManifestResourceStream("imgui-vertex.hlsl.bytes"))
|
||||
{
|
||||
shaderData = new byte[stream.Length];
|
||||
stream.Read(shaderData, 0, shaderData.Length);
|
||||
}
|
||||
|
||||
_vertexShader = new VertexShader(_device, shaderData);
|
||||
|
||||
// Create the input layout
|
||||
_inputLayout = new InputLayout(_device, shaderData, new[]
|
||||
{
|
||||
new InputElement("POSITION", 0, Format.R32G32_Float, 0),
|
||||
new InputElement("TEXCOORD", 0, Format.R32G32_Float, 0),
|
||||
new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 0)
|
||||
});
|
||||
|
||||
// Create the constant buffer
|
||||
_vertexConstantBuffer = new Buffer(_device, new BufferDescription
|
||||
{
|
||||
Usage = ResourceUsage.Dynamic,
|
||||
BindFlags = BindFlags.ConstantBuffer,
|
||||
CpuAccessFlags = CpuAccessFlags.Write,
|
||||
OptionFlags = ResourceOptionFlags.None,
|
||||
SizeInBytes = 16 * sizeof(float)
|
||||
});
|
||||
|
||||
// Create the pixel shader
|
||||
using (var stream = assembly.GetManifestResourceStream("imgui-frag.hlsl.bytes"))
|
||||
{
|
||||
shaderData = new byte[stream.Length];
|
||||
stream.Read(shaderData, 0, shaderData.Length);
|
||||
}
|
||||
|
||||
_pixelShader = new PixelShader(_device, shaderData);
|
||||
|
||||
// Create the blending setup
|
||||
// ...of course this was setup in a way that can't be done inline
|
||||
var blendStateDesc = new BlendStateDescription();
|
||||
blendStateDesc.AlphaToCoverageEnable = false;
|
||||
blendStateDesc.RenderTarget[0].IsBlendEnabled = true;
|
||||
blendStateDesc.RenderTarget[0].SourceBlend = BlendOption.SourceAlpha;
|
||||
blendStateDesc.RenderTarget[0].DestinationBlend = BlendOption.InverseSourceAlpha;
|
||||
blendStateDesc.RenderTarget[0].BlendOperation = BlendOperation.Add;
|
||||
blendStateDesc.RenderTarget[0].SourceAlphaBlend = BlendOption.InverseSourceAlpha;
|
||||
blendStateDesc.RenderTarget[0].DestinationAlphaBlend = BlendOption.Zero;
|
||||
blendStateDesc.RenderTarget[0].AlphaBlendOperation = BlendOperation.Add;
|
||||
blendStateDesc.RenderTarget[0].RenderTargetWriteMask = ColorWriteMaskFlags.All;
|
||||
_blendState = new BlendState(_device, blendStateDesc);
|
||||
|
||||
// Create the rasterizer state
|
||||
_rasterizerState = new RasterizerState(_device, new RasterizerStateDescription
|
||||
{
|
||||
FillMode = FillMode.Solid,
|
||||
CullMode = CullMode.None,
|
||||
IsScissorEnabled = true,
|
||||
IsDepthClipEnabled = true
|
||||
});
|
||||
|
||||
// Create the depth-stencil State
|
||||
_depthStencilState = new DepthStencilState(_device, new DepthStencilStateDescription
|
||||
{
|
||||
IsDepthEnabled = false,
|
||||
DepthWriteMask = DepthWriteMask.All,
|
||||
DepthComparison = Comparison.Always,
|
||||
IsStencilEnabled = false,
|
||||
FrontFace =
|
||||
{
|
||||
FailOperation = StencilOperation.Keep,
|
||||
DepthFailOperation = StencilOperation.Keep,
|
||||
PassOperation = StencilOperation.Keep,
|
||||
Comparison = Comparison.Always
|
||||
},
|
||||
BackFace =
|
||||
{
|
||||
FailOperation = StencilOperation.Keep,
|
||||
DepthFailOperation = StencilOperation.Keep,
|
||||
PassOperation = StencilOperation.Keep,
|
||||
Comparison = Comparison.Always
|
||||
}
|
||||
});
|
||||
|
||||
CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Added to support dynamic rebuilding of the font texture
|
||||
// for adding fonts after initialization time
|
||||
public void RebuildFontTexture()
|
||||
{
|
||||
_fontSampler?.Dispose();
|
||||
foreach (var fontResourceView in this._fontResourceViews)
|
||||
fontResourceView.Dispose();
|
||||
this._fontResourceViews.Clear();
|
||||
|
||||
CreateFontsTexture();
|
||||
}
|
||||
|
||||
public void InvalidateDeviceObjects()
|
||||
{
|
||||
if (_device == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_fontSampler?.Dispose();
|
||||
_fontSampler = null;
|
||||
|
||||
foreach (var fontResourceView in this._fontResourceViews)
|
||||
fontResourceView.Dispose();
|
||||
this._fontResourceViews.Clear();
|
||||
for (int textureIndex = 0, textureCount = ImGui.GetIO().Fonts.Textures.Size;
|
||||
textureIndex < textureCount;
|
||||
textureIndex++)
|
||||
ImGui.GetIO().Fonts.SetTexID(textureIndex, IntPtr.Zero);
|
||||
|
||||
_indexBuffer?.Dispose();
|
||||
_indexBuffer = null;
|
||||
|
||||
_vertexBuffer?.Dispose();
|
||||
_vertexBuffer = null;
|
||||
|
||||
_blendState?.Dispose();
|
||||
_blendState = null;
|
||||
|
||||
_depthStencilState?.Dispose();
|
||||
_depthStencilState = null;
|
||||
|
||||
_rasterizerState?.Dispose();
|
||||
_rasterizerState = null;
|
||||
|
||||
_pixelShader?.Dispose();
|
||||
_pixelShader = null;
|
||||
|
||||
_vertexConstantBuffer?.Dispose();
|
||||
_vertexConstantBuffer = null;
|
||||
|
||||
_inputLayout?.Dispose();
|
||||
_inputLayout = null;
|
||||
|
||||
_vertexShader?.Dispose();
|
||||
_vertexShader = null;
|
||||
}
|
||||
|
||||
public void Init(params object[] initParams)
|
||||
{
|
||||
ImGui.GetIO().BackendFlags = ImGui.GetIO().BackendFlags | ImGuiBackendFlags.RendererHasVtxOffset | ImGuiBackendFlags.RendererHasViewports;
|
||||
|
||||
// BackendRendererName is readonly (and null) in ImGui.NET for some reason, but we can hack it via its internal pointer
|
||||
_renderNamePtr = Marshal.StringToHGlobalAnsi("imgui_impl_dx11_c#");
|
||||
unsafe
|
||||
{
|
||||
ImGui.GetIO().NativePtr->BackendRendererName = (byte*)_renderNamePtr.ToPointer();
|
||||
}
|
||||
|
||||
_device = (Device)initParams[0];
|
||||
_deviceContext = (DeviceContext)initParams[1];
|
||||
|
||||
InitPlatformInterface();
|
||||
|
||||
// SharpDX also doesn't allow reference managment
|
||||
}
|
||||
|
||||
public void Shutdown()
|
||||
{
|
||||
ShutdownPlatformInterface();
|
||||
InvalidateDeviceObjects();
|
||||
|
||||
// we don't own these, so no Dispose()
|
||||
_device = null;
|
||||
_deviceContext = null;
|
||||
|
||||
if (_renderNamePtr != IntPtr.Zero)
|
||||
{
|
||||
Marshal.FreeHGlobal(_renderNamePtr);
|
||||
_renderNamePtr = IntPtr.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
public void NewFrame()
|
||||
{
|
||||
if (_fontSampler == null)
|
||||
{
|
||||
CreateDeviceObjects();
|
||||
}
|
||||
}
|
||||
|
||||
/** Viewport support **/
|
||||
private struct ImGuiViewportDataDx11
|
||||
{
|
||||
public IntPtr SwapChain;
|
||||
public IntPtr View;
|
||||
}
|
||||
|
||||
// Viewport interface
|
||||
private delegate void CreateWindowDelegate(ImGuiViewportPtr ptr);
|
||||
private delegate void DestroyWindowDelegate(ImGuiViewportPtr ptr);
|
||||
private delegate void SetWindowSizeDelegate(ImGuiViewportPtr ptr, Vector2 size);
|
||||
private delegate void RenderWindowDelegate(ImGuiViewportPtr ptr, IntPtr v);
|
||||
private delegate void SwapBuffersDelegate(ImGuiViewportPtr ptr, IntPtr v);
|
||||
|
||||
private CreateWindowDelegate _createWindow;
|
||||
private DestroyWindowDelegate _destroyWindow;
|
||||
private SetWindowSizeDelegate _setWindowSize;
|
||||
private RenderWindowDelegate _renderWindow;
|
||||
private SwapBuffersDelegate _swapBuffers;
|
||||
|
||||
private void InitPlatformInterface()
|
||||
{
|
||||
ImGuiPlatformIOPtr ptr = ImGui.GetPlatformIO();
|
||||
_createWindow = CreateWindow;
|
||||
_destroyWindow = DestroyWindow;
|
||||
_setWindowSize = SetWindowSize;
|
||||
_renderWindow = RenderWindow;
|
||||
_swapBuffers = SwapBuffers;
|
||||
|
||||
ptr.Renderer_CreateWindow = Marshal.GetFunctionPointerForDelegate(_createWindow);
|
||||
ptr.Renderer_DestroyWindow = Marshal.GetFunctionPointerForDelegate(_destroyWindow);
|
||||
ptr.Renderer_SetWindowSize = Marshal.GetFunctionPointerForDelegate(_setWindowSize);
|
||||
ptr.Renderer_RenderWindow = Marshal.GetFunctionPointerForDelegate(_renderWindow);
|
||||
ptr.Renderer_SwapBuffers = Marshal.GetFunctionPointerForDelegate(_swapBuffers);
|
||||
}
|
||||
|
||||
private void ShutdownPlatformInterface()
|
||||
{
|
||||
ImGui.DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
// Viewport functions
|
||||
public void CreateWindow(ImGuiViewportPtr viewport)
|
||||
{
|
||||
var data = (ImGuiViewportDataDx11*) Marshal.AllocHGlobal(Marshal.SizeOf<ImGuiViewportDataDx11>());
|
||||
|
||||
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
|
||||
// Some backend will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
|
||||
IntPtr hWnd = viewport.PlatformHandleRaw;
|
||||
if (hWnd == IntPtr.Zero)
|
||||
hWnd = viewport.PlatformHandle;
|
||||
|
||||
// Create swapchain
|
||||
SwapChainDescription desc = new SwapChainDescription
|
||||
{
|
||||
ModeDescription = new ModeDescription
|
||||
{
|
||||
Width = 0,
|
||||
Height = 0,
|
||||
Format = Format.R8G8B8A8_UNorm,
|
||||
RefreshRate = new Rational(0, 0)
|
||||
},
|
||||
SampleDescription = new SampleDescription
|
||||
{
|
||||
Count = 1,
|
||||
Quality = 0
|
||||
},
|
||||
Usage = Usage.RenderTargetOutput,
|
||||
BufferCount = 1,
|
||||
OutputHandle = hWnd,
|
||||
IsWindowed = true,
|
||||
SwapEffect = SwapEffect.Discard,
|
||||
Flags = SwapChainFlags.None
|
||||
};
|
||||
|
||||
data->SwapChain = CreateSwapChain(desc);
|
||||
|
||||
// Create the render target view
|
||||
using (var backbuffer = new SwapChain(data->SwapChain).GetBackBuffer<Texture2D>(0))
|
||||
data->View = new RenderTargetView(_device, backbuffer).NativePointer;
|
||||
|
||||
viewport.RendererUserData = (IntPtr) data;
|
||||
}
|
||||
|
||||
private IntPtr CreateSwapChain(SwapChainDescription desc) {
|
||||
|
||||
// Create a swapchain using the existing game hardware (I think)
|
||||
using (var dxgi = _device.QueryInterface<SharpDX.DXGI.Device>())
|
||||
using (var adapter = dxgi.Adapter)
|
||||
using (var factory = adapter.GetParent<Factory>())
|
||||
{
|
||||
return new SwapChain(factory, _device, desc).NativePointer;
|
||||
}
|
||||
}
|
||||
|
||||
public void DestroyWindow(ImGuiViewportPtr viewport)
|
||||
{
|
||||
// This is also called on the main viewport for some reason, and we never set that viewport's RendererUserData
|
||||
if (viewport.RendererUserData == IntPtr.Zero) return;
|
||||
|
||||
var data = (ImGuiViewportDataDx11*) viewport.RendererUserData;
|
||||
|
||||
new SwapChain(data->SwapChain).Dispose();
|
||||
new RenderTargetView(data->View).Dispose();
|
||||
data->SwapChain = IntPtr.Zero;
|
||||
data->View = IntPtr.Zero;
|
||||
|
||||
Marshal.FreeHGlobal(viewport.RendererUserData);
|
||||
viewport.RendererUserData = IntPtr.Zero;
|
||||
}
|
||||
|
||||
public void SetWindowSize(ImGuiViewportPtr viewport, Vector2 size)
|
||||
{
|
||||
var data = (ImGuiViewportDataDx11*)viewport.RendererUserData;
|
||||
|
||||
// Delete our existing view
|
||||
new RenderTargetView(data->View).Dispose();
|
||||
var tmpSwap = new SwapChain(data->SwapChain);
|
||||
|
||||
// Resize buffers and recreate view
|
||||
tmpSwap.ResizeBuffers(1, (int)size.X, (int)size.Y, Format.Unknown, SwapChainFlags.None);
|
||||
using (var backbuffer = tmpSwap.GetBackBuffer<Texture2D>(0))
|
||||
data->View = new RenderTargetView(_device, backbuffer).NativePointer;
|
||||
}
|
||||
|
||||
public void RenderWindow(ImGuiViewportPtr viewport, IntPtr v)
|
||||
{
|
||||
var data = (ImGuiViewportDataDx11*)viewport.RendererUserData;
|
||||
|
||||
var tmpRtv = new RenderTargetView(data->View);
|
||||
this._deviceContext.OutputMerger.SetTargets(tmpRtv);
|
||||
if ((viewport.Flags & ImGuiViewportFlags.NoRendererClear) != ImGuiViewportFlags.NoRendererClear)
|
||||
this._deviceContext.ClearRenderTargetView(tmpRtv, new RawColor4(0f, 0f, 0f, 1f));
|
||||
RenderDrawData(viewport.DrawData);
|
||||
}
|
||||
|
||||
public void SwapBuffers(ImGuiViewportPtr viewport, IntPtr v)
|
||||
{
|
||||
var data = (ImGuiViewportDataDx11*)viewport.RendererUserData;
|
||||
new SwapChain(data->SwapChain).Present(0, PresentFlags.None);
|
||||
}
|
||||
}
|
||||
}
|
||||
368
Dalamud/Interface/ImGuiScene/RawDX11Scene.cs
Normal file
368
Dalamud/Interface/ImGuiScene/RawDX11Scene.cs
Normal file
|
|
@ -0,0 +1,368 @@
|
|||
using ImGuiNET;
|
||||
using PInvoke;
|
||||
using SharpDX;
|
||||
using SharpDX.Direct3D;
|
||||
using SharpDX.Direct3D11;
|
||||
using SharpDX.DXGI;
|
||||
using StbiSharp;
|
||||
|
||||
using System.IO;
|
||||
|
||||
using Dalamud.Interface.Textures.TextureWraps;
|
||||
|
||||
using ImGuiScene.ImGui_Impl;
|
||||
using ImGuizmoNET;
|
||||
using ImPlotNET;
|
||||
using Device = SharpDX.Direct3D11.Device;
|
||||
|
||||
namespace ImGuiScene
|
||||
{
|
||||
// This class will likely eventually be unified a bit more with other scenes, but for
|
||||
// now it should be directly useable
|
||||
public sealed class RawDX11Scene : IDisposable
|
||||
{
|
||||
public Device Device { get; private set; }
|
||||
public IntPtr WindowHandlePtr { get; private set; }
|
||||
public SwapChain SwapChain { get; private set; }
|
||||
|
||||
public bool UpdateCursor
|
||||
{
|
||||
get => this.imguiInput.UpdateCursor;
|
||||
set => this.imguiInput.UpdateCursor = value;
|
||||
}
|
||||
|
||||
private DeviceContext deviceContext;
|
||||
private RenderTargetView rtv;
|
||||
|
||||
private int targetWidth;
|
||||
private int targetHeight;
|
||||
|
||||
private ImGui_Impl_DX11 imguiRenderer;
|
||||
private ImGui_Input_Impl_Direct imguiInput;
|
||||
|
||||
public delegate void BuildUIDelegate();
|
||||
public delegate void NewInputFrameDelegate();
|
||||
public delegate void NewRenderFrameDelegate();
|
||||
|
||||
/// <summary>
|
||||
/// User methods invoked every ImGui frame to construct custom UIs.
|
||||
/// </summary>
|
||||
public BuildUIDelegate OnBuildUI;
|
||||
|
||||
public NewInputFrameDelegate OnNewInputFrame;
|
||||
public NewRenderFrameDelegate OnNewRenderFrame;
|
||||
|
||||
private string imguiIniPath = null;
|
||||
public string ImGuiIniPath
|
||||
{
|
||||
get { return imguiIniPath; }
|
||||
set
|
||||
{
|
||||
imguiIniPath = value;
|
||||
imguiInput.SetIniPath(imguiIniPath);
|
||||
}
|
||||
}
|
||||
|
||||
public RawDX11Scene(IntPtr nativeSwapChain)
|
||||
{
|
||||
this.SwapChain = new SwapChain(nativeSwapChain);
|
||||
this.Device = SwapChain.GetDevice<Device>();
|
||||
|
||||
Initialize();
|
||||
}
|
||||
|
||||
// This ctor will work fine, but it's only usefulness over using just the swapchain version
|
||||
// is that this one will allow you to pass a different device than the swapchain.GetDevice() would
|
||||
// return. This is mostly useful for render debugging, where the real d3ddevice is hooked and
|
||||
// where we would like all our work to be done on that hooked device.
|
||||
// Because we generally will get the swapchain from the internal present() call, we are getting
|
||||
// the real d3d swapchain and not a hooked version, so GetDevice() will correspondingly return
|
||||
// the read device and not a hooked verison.
|
||||
// By passing in the hooked version explicitly here, we can mostly play nice with debug tools
|
||||
public RawDX11Scene(IntPtr nativeDevice, IntPtr nativeSwapChain)
|
||||
{
|
||||
this.Device = new Device(nativeDevice);
|
||||
this.SwapChain = new SwapChain(nativeSwapChain);
|
||||
|
||||
Initialize();
|
||||
}
|
||||
|
||||
private void Initialize()
|
||||
{
|
||||
this.deviceContext = this.Device.ImmediateContext;
|
||||
|
||||
using (var backbuffer = this.SwapChain.GetBackBuffer<Texture2D>(0))
|
||||
{
|
||||
this.rtv = new RenderTargetView(this.Device, backbuffer);
|
||||
}
|
||||
|
||||
// could also do things with GetClientRect() for WindowHandlePtr, not sure if that is necessary
|
||||
this.targetWidth = this.SwapChain.Description.ModeDescription.Width;
|
||||
this.targetHeight = this.SwapChain.Description.ModeDescription.Height;
|
||||
|
||||
this.WindowHandlePtr = this.SwapChain.Description.OutputHandle;
|
||||
|
||||
InitializeImGui();
|
||||
}
|
||||
|
||||
private void InitializeImGui()
|
||||
{
|
||||
this.imguiRenderer = new ImGui_Impl_DX11();
|
||||
|
||||
var ctx = ImGui.CreateContext();
|
||||
ImGuizmo.SetImGuiContext(ctx);
|
||||
ImPlot.SetImGuiContext(ctx);
|
||||
ImPlot.CreateContext();
|
||||
|
||||
ImGui.GetIO().ConfigFlags |= ImGuiConfigFlags.DockingEnable | ImGuiConfigFlags.ViewportsEnable;
|
||||
|
||||
this.imguiRenderer.Init(this.Device, this.deviceContext);
|
||||
this.imguiInput = new ImGui_Input_Impl_Direct(WindowHandlePtr);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Processes window messages.
|
||||
/// </summary>
|
||||
/// <param name="hWnd">Handle of the window.</param>
|
||||
/// <param name="msg">Type of window message.</param>
|
||||
/// <param name="wParam">wParam.</param>
|
||||
/// <param name="lParam">lParam.</param>
|
||||
/// <returns>Return value.</returns>
|
||||
public unsafe IntPtr? ProcessWndProcW(IntPtr hWnd, User32.WindowMessage msg, void* wParam, void* lParam) {
|
||||
return this.imguiInput.ProcessWndProcW(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
public void Render()
|
||||
{
|
||||
this.deviceContext.OutputMerger.SetRenderTargets(this.rtv);
|
||||
|
||||
this.imguiRenderer.NewFrame();
|
||||
this.OnNewRenderFrame?.Invoke();
|
||||
this.imguiInput.NewFrame(targetWidth, targetHeight);
|
||||
this.OnNewInputFrame?.Invoke();
|
||||
|
||||
ImGui.NewFrame();
|
||||
ImGuizmo.BeginFrame();
|
||||
|
||||
OnBuildUI?.Invoke();
|
||||
|
||||
ImGui.Render();
|
||||
|
||||
this.imguiRenderer.RenderDrawData(ImGui.GetDrawData());
|
||||
this.deviceContext.OutputMerger.SetRenderTargets((RenderTargetView)null);
|
||||
ImGui.UpdatePlatformWindows();
|
||||
ImGui.RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
public void OnPreResize()
|
||||
{
|
||||
this.deviceContext.OutputMerger.SetRenderTargets((RenderTargetView)null);
|
||||
|
||||
this.rtv?.Dispose();
|
||||
this.rtv = null;
|
||||
}
|
||||
|
||||
public void OnPostResize(int newWidth, int newHeight)
|
||||
{
|
||||
using (var backbuffer = this.SwapChain.GetBackBuffer<Texture2D>(0))
|
||||
{
|
||||
this.rtv = new RenderTargetView(this.Device, backbuffer);
|
||||
}
|
||||
|
||||
this.targetWidth = newWidth;
|
||||
this.targetHeight = newHeight;
|
||||
}
|
||||
|
||||
// It is pretty much required that this is called from a handler attached
|
||||
// to OnNewRenderFrame
|
||||
public void InvalidateFonts()
|
||||
{
|
||||
this.imguiRenderer.RebuildFontTexture();
|
||||
}
|
||||
|
||||
// It is pretty much required that this is called from a handler attached
|
||||
// to OnNewRenderFrame
|
||||
public void ClearStacksOnContext() {
|
||||
Custom.igCustom_ClearStacks();
|
||||
}
|
||||
|
||||
public bool IsImGuiCursor(IntPtr hCursor)
|
||||
{
|
||||
return this.imguiInput.IsImGuiCursor(hCursor);
|
||||
}
|
||||
|
||||
public IDalamudTextureWrap LoadImage(string path)
|
||||
{
|
||||
using (var fs = new FileStream(path, FileMode.Open, FileAccess.Read))
|
||||
using (var ms = new MemoryStream())
|
||||
{
|
||||
fs.CopyTo(ms);
|
||||
var image = Stbi.LoadFromMemory(ms, 4);
|
||||
return LoadImage_Internal(image);
|
||||
}
|
||||
}
|
||||
|
||||
public IDalamudTextureWrap LoadImage(byte[] imageBytes)
|
||||
{
|
||||
using (var ms = new MemoryStream(imageBytes, 0, imageBytes.Length, false, true))
|
||||
{
|
||||
var image = Stbi.LoadFromMemory(ms, 4);
|
||||
return LoadImage_Internal(image);
|
||||
}
|
||||
}
|
||||
|
||||
public unsafe IDalamudTextureWrap LoadImageRaw(byte[] imageData, int width, int height, int numChannels = 4)
|
||||
{
|
||||
// StbiSharp doesn't expose a constructor, even just to wrap existing data, which means
|
||||
// short of something awful like below, or creating another wrapper layer, we can't avoid
|
||||
// adding divergent code paths into CreateTexture
|
||||
//var mock = new { Width = width, Height = height, NumChannels = numChannels, Data = imageData };
|
||||
//var image = Unsafe.As<StbiImage>(mock);
|
||||
//return LoadImage_Internal(image);
|
||||
|
||||
fixed (void* pixelData = imageData)
|
||||
{
|
||||
return CreateTexture(pixelData, width, height, numChannels);
|
||||
}
|
||||
}
|
||||
|
||||
private unsafe IDalamudTextureWrap LoadImage_Internal(StbiImage image)
|
||||
{
|
||||
fixed (void* pixelData = image.Data)
|
||||
{
|
||||
return CreateTexture(pixelData, image.Width, image.Height, image.NumChannels);
|
||||
}
|
||||
}
|
||||
|
||||
private unsafe IDalamudTextureWrap CreateTexture(void* pixelData, int width, int height, int bytesPerPixel)
|
||||
{
|
||||
ShaderResourceView resView = null;
|
||||
|
||||
var texDesc = new Texture2DDescription
|
||||
{
|
||||
Width = width,
|
||||
Height = height,
|
||||
MipLevels = 1,
|
||||
ArraySize = 1,
|
||||
Format = Format.R8G8B8A8_UNorm,
|
||||
SampleDescription = new SampleDescription(1, 0),
|
||||
Usage = ResourceUsage.Immutable,
|
||||
BindFlags = BindFlags.ShaderResource,
|
||||
CpuAccessFlags = CpuAccessFlags.None,
|
||||
OptionFlags = ResourceOptionFlags.None
|
||||
};
|
||||
|
||||
using (var texture = new Texture2D(this.Device, texDesc, new DataRectangle(new IntPtr(pixelData), width * bytesPerPixel)))
|
||||
{
|
||||
resView = new ShaderResourceView(this.Device, texture, new ShaderResourceViewDescription
|
||||
{
|
||||
Format = texDesc.Format,
|
||||
Dimension = ShaderResourceViewDimension.Texture2D,
|
||||
Texture2D = { MipLevels = texDesc.MipLevels }
|
||||
});
|
||||
}
|
||||
|
||||
// no sampler for now because the ImGui implementation we copied doesn't allow for changing it
|
||||
|
||||
return new D3DTextureWrap(resView, width, height);
|
||||
}
|
||||
|
||||
public byte[] CaptureScreenshot()
|
||||
{
|
||||
using (var backBuffer = this.SwapChain.GetBackBuffer<Texture2D>(0))
|
||||
{
|
||||
Texture2DDescription desc = backBuffer.Description;
|
||||
desc.CpuAccessFlags = CpuAccessFlags.Read;
|
||||
desc.Usage = ResourceUsage.Staging;
|
||||
desc.OptionFlags = ResourceOptionFlags.None;
|
||||
desc.BindFlags = BindFlags.None;
|
||||
|
||||
using (var tex = new Texture2D(this.Device, desc))
|
||||
{
|
||||
this.deviceContext.CopyResource(backBuffer, tex);
|
||||
using (var surf = tex.QueryInterface<Surface>())
|
||||
{
|
||||
var map = surf.Map(SharpDX.DXGI.MapFlags.Read, out DataStream dataStream);
|
||||
var pixelData = new byte[surf.Description.Width * surf.Description.Height * surf.Description.Format.SizeOfInBytes()];
|
||||
var dataCounter = 0;
|
||||
|
||||
while (dataCounter < pixelData.Length)
|
||||
{
|
||||
//var curPixel = dataStream.Read<uint>();
|
||||
var x = dataStream.Read<byte>();
|
||||
var y = dataStream.Read<byte>();
|
||||
var z = dataStream.Read<byte>();
|
||||
var w = dataStream.Read<byte>();
|
||||
|
||||
pixelData[dataCounter++] = z;
|
||||
pixelData[dataCounter++] = y;
|
||||
pixelData[dataCounter++] = x;
|
||||
pixelData[dataCounter++] = w;
|
||||
}
|
||||
|
||||
// TODO: test this on a thread
|
||||
//var gch = GCHandle.Alloc(pixelData, GCHandleType.Pinned);
|
||||
//using (var bitmap = new Bitmap(surf.Description.Width, surf.Description.Height, map.Pitch, PixelFormat.Format32bppRgb, gch.AddrOfPinnedObject()))
|
||||
//{
|
||||
// bitmap.Save(path);
|
||||
//}
|
||||
//gch.Free();
|
||||
|
||||
surf.Unmap();
|
||||
dataStream.Dispose();
|
||||
|
||||
return pixelData;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region IDisposable Support
|
||||
private bool disposedValue = false; // To detect redundant calls
|
||||
|
||||
private void Dispose(bool disposing)
|
||||
{
|
||||
if (!disposedValue)
|
||||
{
|
||||
if (disposing)
|
||||
{
|
||||
// TODO: dispose managed state (managed objects).
|
||||
}
|
||||
|
||||
this.imguiRenderer?.Shutdown();
|
||||
this.imguiInput?.Dispose();
|
||||
|
||||
ImGui.DestroyContext();
|
||||
|
||||
this.rtv.Dispose();
|
||||
|
||||
// Not actually sure how sharpdx does ref management, but hopefully they
|
||||
// addref when we create our wrappers, so this should just release that count
|
||||
|
||||
// Originally it was thought these lines were needed because it was assumed that SharpDX does
|
||||
// proper refcounting to handle disposing, but disposing these would cause the game to crash
|
||||
// on resizing after unloading Dalamud
|
||||
// this.SwapChain?.Dispose();
|
||||
// this.deviceContext?.Dispose();
|
||||
// this.Device?.Dispose();
|
||||
|
||||
disposedValue = true;
|
||||
}
|
||||
}
|
||||
|
||||
~RawDX11Scene()
|
||||
{
|
||||
// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
|
||||
Dispose(false);
|
||||
}
|
||||
|
||||
// This code added to correctly implement the disposable pattern.
|
||||
public void Dispose()
|
||||
{
|
||||
// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
|
||||
Dispose(true);
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
515
Dalamud/Interface/ImGuiScene/Win32 Utils/Constants.cs
Normal file
515
Dalamud/Interface/ImGuiScene/Win32 Utils/Constants.cs
Normal file
|
|
@ -0,0 +1,515 @@
|
|||
namespace ImGuiScene
|
||||
{
|
||||
// Assorted other win32 constants that are seemingly just #defined
|
||||
// Not an enum like the others because the types vary and there are overlapping values
|
||||
internal static class Win32Constants
|
||||
{
|
||||
public const short HTTRANSPARENT = -1;
|
||||
public const short HTCLIENT = 1;
|
||||
|
||||
public const short XBUTTON1 = 1;
|
||||
|
||||
public const int WHEEL_DELTA = 120;
|
||||
|
||||
public const int CURSOR_SHOWING = 1;
|
||||
public const int CURSOR_SUPPRESSED = 2;
|
||||
}
|
||||
|
||||
internal enum WindowLongType : int
|
||||
{
|
||||
GWL_EXSTYLE = -20,
|
||||
GWL_HINSTANCE = -6,
|
||||
GWL_HWNDPARENT = -8,
|
||||
GWL_ID = -12,
|
||||
GWL_STYLE = -16,
|
||||
GWL_USERDATA = -21,
|
||||
GWL_WNDPROC = -4
|
||||
}
|
||||
|
||||
internal enum Cursor : int
|
||||
{
|
||||
IDC_ARROW = 32512,
|
||||
IDC_IBEAM = 32513,
|
||||
IDC_WAIT = 32514,
|
||||
IDC_CROSS = 32515,
|
||||
IDC_UPARROW = 32516,
|
||||
IDC_SIZE = 32640,
|
||||
IDC_ICON = 32641,
|
||||
IDC_SIZENWSE = 32642,
|
||||
IDC_SIZENESW = 32643,
|
||||
IDC_SIZEWE = 32644,
|
||||
IDC_SIZENS = 32645,
|
||||
IDC_SIZEALL = 32646,
|
||||
IDC_NO = 32648,
|
||||
IDC_HAND = 32649,
|
||||
IDC_APPSTARTING = 32650,
|
||||
IDC_HELP = 32651
|
||||
}
|
||||
|
||||
// taken from https://www.pinvoke.net/default.aspx/Enums/VirtualKeys.html
|
||||
internal enum VirtualKey : int
|
||||
{
|
||||
LeftButton = 0x01,
|
||||
RightButton = 0x02,
|
||||
Cancel = 0x03,
|
||||
MiddleButton = 0x04,
|
||||
ExtraButton1 = 0x05,
|
||||
ExtraButton2 = 0x06,
|
||||
Back = 0x08,
|
||||
Tab = 0x09,
|
||||
Clear = 0x0C,
|
||||
Return = 0x0D,
|
||||
Shift = 0x10,
|
||||
Control = 0x11,
|
||||
Menu = 0x12,
|
||||
Pause = 0x13,
|
||||
CapsLock = 0x14,
|
||||
Kana = 0x15,
|
||||
Hangeul = 0x15,
|
||||
Hangul = 0x15,
|
||||
Junja = 0x17,
|
||||
Final = 0x18,
|
||||
Hanja = 0x19,
|
||||
Kanji = 0x19,
|
||||
Escape = 0x1B,
|
||||
Convert = 0x1C,
|
||||
NonConvert = 0x1D,
|
||||
Accept = 0x1E,
|
||||
ModeChange = 0x1F,
|
||||
Space = 0x20,
|
||||
Prior = 0x21,
|
||||
Next = 0x22,
|
||||
End = 0x23,
|
||||
Home = 0x24,
|
||||
Left = 0x25,
|
||||
Up = 0x26,
|
||||
Right = 0x27,
|
||||
Down = 0x28,
|
||||
Select = 0x29,
|
||||
Print = 0x2A,
|
||||
Execute = 0x2B,
|
||||
Snapshot = 0x2C,
|
||||
Insert = 0x2D,
|
||||
Delete = 0x2E,
|
||||
Help = 0x2F,
|
||||
N0 = 0x30,
|
||||
N1 = 0x31,
|
||||
N2 = 0x32,
|
||||
N3 = 0x33,
|
||||
N4 = 0x34,
|
||||
N5 = 0x35,
|
||||
N6 = 0x36,
|
||||
N7 = 0x37,
|
||||
N8 = 0x38,
|
||||
N9 = 0x39,
|
||||
A = 0x41,
|
||||
B = 0x42,
|
||||
C = 0x43,
|
||||
D = 0x44,
|
||||
E = 0x45,
|
||||
F = 0x46,
|
||||
G = 0x47,
|
||||
H = 0x48,
|
||||
I = 0x49,
|
||||
J = 0x4A,
|
||||
K = 0x4B,
|
||||
L = 0x4C,
|
||||
M = 0x4D,
|
||||
N = 0x4E,
|
||||
O = 0x4F,
|
||||
P = 0x50,
|
||||
Q = 0x51,
|
||||
R = 0x52,
|
||||
S = 0x53,
|
||||
T = 0x54,
|
||||
U = 0x55,
|
||||
V = 0x56,
|
||||
W = 0x57,
|
||||
X = 0x58,
|
||||
Y = 0x59,
|
||||
Z = 0x5A,
|
||||
LeftWindows = 0x5B,
|
||||
RightWindows = 0x5C,
|
||||
Application = 0x5D,
|
||||
Sleep = 0x5F,
|
||||
Numpad0 = 0x60,
|
||||
Numpad1 = 0x61,
|
||||
Numpad2 = 0x62,
|
||||
Numpad3 = 0x63,
|
||||
Numpad4 = 0x64,
|
||||
Numpad5 = 0x65,
|
||||
Numpad6 = 0x66,
|
||||
Numpad7 = 0x67,
|
||||
Numpad8 = 0x68,
|
||||
Numpad9 = 0x69,
|
||||
Multiply = 0x6A,
|
||||
Add = 0x6B,
|
||||
Separator = 0x6C,
|
||||
Subtract = 0x6D,
|
||||
Decimal = 0x6E,
|
||||
Divide = 0x6F,
|
||||
F1 = 0x70,
|
||||
F2 = 0x71,
|
||||
F3 = 0x72,
|
||||
F4 = 0x73,
|
||||
F5 = 0x74,
|
||||
F6 = 0x75,
|
||||
F7 = 0x76,
|
||||
F8 = 0x77,
|
||||
F9 = 0x78,
|
||||
F10 = 0x79,
|
||||
F11 = 0x7A,
|
||||
F12 = 0x7B,
|
||||
F13 = 0x7C,
|
||||
F14 = 0x7D,
|
||||
F15 = 0x7E,
|
||||
F16 = 0x7F,
|
||||
F17 = 0x80,
|
||||
F18 = 0x81,
|
||||
F19 = 0x82,
|
||||
F20 = 0x83,
|
||||
F21 = 0x84,
|
||||
F22 = 0x85,
|
||||
F23 = 0x86,
|
||||
F24 = 0x87,
|
||||
NumLock = 0x90,
|
||||
ScrollLock = 0x91,
|
||||
NEC_Equal = 0x92,
|
||||
Fujitsu_Jisho = 0x92,
|
||||
Fujitsu_Masshou = 0x93,
|
||||
Fujitsu_Touroku = 0x94,
|
||||
Fujitsu_Loya = 0x95,
|
||||
Fujitsu_Roya = 0x96,
|
||||
LeftShift = 0xA0,
|
||||
RightShift = 0xA1,
|
||||
LeftControl = 0xA2,
|
||||
RightControl = 0xA3,
|
||||
LeftMenu = 0xA4,
|
||||
RightMenu = 0xA5,
|
||||
BrowserBack = 0xA6,
|
||||
BrowserForward = 0xA7,
|
||||
BrowserRefresh = 0xA8,
|
||||
BrowserStop = 0xA9,
|
||||
BrowserSearch = 0xAA,
|
||||
BrowserFavorites = 0xAB,
|
||||
BrowserHome = 0xAC,
|
||||
VolumeMute = 0xAD,
|
||||
VolumeDown = 0xAE,
|
||||
VolumeUp = 0xAF,
|
||||
MediaNextTrack = 0xB0,
|
||||
MediaPrevTrack = 0xB1,
|
||||
MediaStop = 0xB2,
|
||||
MediaPlayPause = 0xB3,
|
||||
LaunchMail = 0xB4,
|
||||
LaunchMediaSelect = 0xB5,
|
||||
LaunchApplication1 = 0xB6,
|
||||
LaunchApplication2 = 0xB7,
|
||||
OEM1 = 0xBA,
|
||||
OEMPlus = 0xBB,
|
||||
OEMComma = 0xBC,
|
||||
OEMMinus = 0xBD,
|
||||
OEMPeriod = 0xBE,
|
||||
OEM2 = 0xBF,
|
||||
OEM3 = 0xC0,
|
||||
OEM4 = 0xDB,
|
||||
OEM5 = 0xDC,
|
||||
OEM6 = 0xDD,
|
||||
OEM7 = 0xDE,
|
||||
OEM8 = 0xDF,
|
||||
OEMAX = 0xE1,
|
||||
OEM102 = 0xE2,
|
||||
ICOHelp = 0xE3,
|
||||
ICO00 = 0xE4,
|
||||
ProcessKey = 0xE5,
|
||||
ICOClear = 0xE6,
|
||||
Packet = 0xE7,
|
||||
OEMReset = 0xE9,
|
||||
OEMJump = 0xEA,
|
||||
OEMPA1 = 0xEB,
|
||||
OEMPA2 = 0xEC,
|
||||
OEMPA3 = 0xED,
|
||||
OEMWSCtrl = 0xEE,
|
||||
OEMCUSel = 0xEF,
|
||||
OEMATTN = 0xF0,
|
||||
OEMFinish = 0xF1,
|
||||
OEMCopy = 0xF2,
|
||||
OEMAuto = 0xF3,
|
||||
OEMENLW = 0xF4,
|
||||
OEMBackTab = 0xF5,
|
||||
ATTN = 0xF6,
|
||||
CRSel = 0xF7,
|
||||
EXSel = 0xF8,
|
||||
EREOF = 0xF9,
|
||||
Play = 0xFA,
|
||||
Zoom = 0xFB,
|
||||
Noname = 0xFC,
|
||||
PA1 = 0xFD,
|
||||
OEMClear = 0xFE
|
||||
}
|
||||
|
||||
// taken from https://gist.github.com/amgine/2395987
|
||||
// may be missing some but likely has anything we'd ever need
|
||||
internal enum WindowsMessage
|
||||
{
|
||||
WM_NULL = 0x0000,
|
||||
WM_CREATE = 0x0001,
|
||||
WM_DESTROY = 0x0002,
|
||||
WM_MOVE = 0x0003,
|
||||
WM_SIZE = 0x0005,
|
||||
WM_ACTIVATE = 0x0006,
|
||||
WM_SETFOCUS = 0x0007,
|
||||
WM_KILLFOCUS = 0x0008,
|
||||
WM_ENABLE = 0x000A,
|
||||
WM_SETREDRAW = 0x000B,
|
||||
WM_SETTEXT = 0x000C,
|
||||
WM_GETTEXT = 0x000D,
|
||||
WM_GETTEXTLENGTH = 0x000E,
|
||||
WM_PAINT = 0x000F,
|
||||
WM_CLOSE = 0x0010,
|
||||
WM_QUERYENDSESSION = 0x0011,
|
||||
WM_QUERYOPEN = 0x0013,
|
||||
WM_ENDSESSION = 0x0016,
|
||||
WM_QUIT = 0x0012,
|
||||
WM_ERASEBKGND = 0x0014,
|
||||
WM_SYSCOLORCHANGE = 0x0015,
|
||||
WM_SHOWWINDOW = 0x0018,
|
||||
WM_WININICHANGE = 0x001A,
|
||||
WM_SETTINGCHANGE = WM_WININICHANGE,
|
||||
WM_DEVMODECHANGE = 0x001B,
|
||||
WM_ACTIVATEAPP = 0x001C,
|
||||
WM_FONTCHANGE = 0x001D,
|
||||
WM_TIMECHANGE = 0x001E,
|
||||
WM_CANCELMODE = 0x001F,
|
||||
WM_SETCURSOR = 0x0020,
|
||||
WM_MOUSEACTIVATE = 0x0021,
|
||||
WM_CHILDACTIVATE = 0x0022,
|
||||
WM_QUEUESYNC = 0x0023,
|
||||
WM_GETMINMAXINFO = 0x0024,
|
||||
WM_PAINTICON = 0x0026,
|
||||
WM_ICONERASEBKGND = 0x0027,
|
||||
WM_NEXTDLGCTL = 0x0028,
|
||||
WM_SPOOLERSTATUS = 0x002A,
|
||||
WM_DRAWITEM = 0x002B,
|
||||
WM_MEASUREITEM = 0x002C,
|
||||
WM_DELETEITEM = 0x002D,
|
||||
WM_VKEYTOITEM = 0x002E,
|
||||
WM_CHARTOITEM = 0x002F,
|
||||
WM_SETFONT = 0x0030,
|
||||
WM_GETFONT = 0x0031,
|
||||
WM_SETHOTKEY = 0x0032,
|
||||
WM_GETHOTKEY = 0x0033,
|
||||
WM_QUERYDRAGICON = 0x0037,
|
||||
WM_COMPAREITEM = 0x0039,
|
||||
WM_GETOBJECT = 0x003D,
|
||||
WM_COMPACTING = 0x0041,
|
||||
WM_COMMNOTIFY = 0x0044,
|
||||
WM_WINDOWPOSCHANGING = 0x0046,
|
||||
WM_WINDOWPOSCHANGED = 0x0047,
|
||||
WM_POWER = 0x0048,
|
||||
WM_COPYDATA = 0x004A,
|
||||
WM_CANCELJOURNAL = 0x004B,
|
||||
WM_NOTIFY = 0x004E,
|
||||
WM_INPUTLANGCHANGEREQUEST = 0x0050,
|
||||
WM_INPUTLANGCHANGE = 0x0051,
|
||||
WM_TCARD = 0x0052,
|
||||
WM_HELP = 0x0053,
|
||||
WM_USERCHANGED = 0x0054,
|
||||
WM_NOTIFYFORMAT = 0x0055,
|
||||
WM_CONTEXTMENU = 0x007B,
|
||||
WM_STYLECHANGING = 0x007C,
|
||||
WM_STYLECHANGED = 0x007D,
|
||||
WM_DISPLAYCHANGE = 0x007E,
|
||||
WM_GETICON = 0x007F,
|
||||
WM_SETICON = 0x0080,
|
||||
WM_NCCREATE = 0x0081,
|
||||
WM_NCDESTROY = 0x0082,
|
||||
WM_NCCALCSIZE = 0x0083,
|
||||
WM_NCHITTEST = 0x0084,
|
||||
WM_NCPAINT = 0x0085,
|
||||
WM_NCACTIVATE = 0x0086,
|
||||
WM_GETDLGCODE = 0x0087,
|
||||
WM_SYNCPAINT = 0x0088,
|
||||
|
||||
WM_NCMOUSEMOVE = 0x00A0,
|
||||
WM_NCLBUTTONDOWN = 0x00A1,
|
||||
WM_NCLBUTTONUP = 0x00A2,
|
||||
WM_NCLBUTTONDBLCLK = 0x00A3,
|
||||
WM_NCRBUTTONDOWN = 0x00A4,
|
||||
WM_NCRBUTTONUP = 0x00A5,
|
||||
WM_NCRBUTTONDBLCLK = 0x00A6,
|
||||
WM_NCMBUTTONDOWN = 0x00A7,
|
||||
WM_NCMBUTTONUP = 0x00A8,
|
||||
WM_NCMBUTTONDBLCLK = 0x00A9,
|
||||
WM_NCXBUTTONDOWN = 0x00AB,
|
||||
WM_NCXBUTTONUP = 0x00AC,
|
||||
WM_NCXBUTTONDBLCLK = 0x00AD,
|
||||
|
||||
WM_INPUT_DEVICE_CHANGE = 0x00FE,
|
||||
WM_INPUT = 0x00FF,
|
||||
|
||||
WM_KEYFIRST = 0x0100,
|
||||
WM_KEYDOWN = 0x0100,
|
||||
WM_KEYUP = 0x0101,
|
||||
WM_CHAR = 0x0102,
|
||||
WM_DEADCHAR = 0x0103,
|
||||
WM_SYSKEYDOWN = 0x0104,
|
||||
WM_SYSKEYUP = 0x0105,
|
||||
WM_SYSCHAR = 0x0106,
|
||||
WM_SYSDEADCHAR = 0x0107,
|
||||
WM_UNICHAR = 0x0109,
|
||||
WM_KEYLAST = 0x0109,
|
||||
|
||||
WM_IME_STARTCOMPOSITION = 0x010D,
|
||||
WM_IME_ENDCOMPOSITION = 0x010E,
|
||||
WM_IME_COMPOSITION = 0x010F,
|
||||
WM_IME_KEYLAST = 0x010F,
|
||||
|
||||
WM_INITDIALOG = 0x0110,
|
||||
WM_COMMAND = 0x0111,
|
||||
WM_SYSCOMMAND = 0x0112,
|
||||
WM_TIMER = 0x0113,
|
||||
WM_HSCROLL = 0x0114,
|
||||
WM_VSCROLL = 0x0115,
|
||||
WM_INITMENU = 0x0116,
|
||||
WM_INITMENUPOPUP = 0x0117,
|
||||
WM_MENUSELECT = 0x011F,
|
||||
WM_MENUCHAR = 0x0120,
|
||||
WM_ENTERIDLE = 0x0121,
|
||||
WM_MENURBUTTONUP = 0x0122,
|
||||
WM_MENUDRAG = 0x0123,
|
||||
WM_MENUGETOBJECT = 0x0124,
|
||||
WM_UNINITMENUPOPUP = 0x0125,
|
||||
WM_MENUCOMMAND = 0x0126,
|
||||
|
||||
WM_CHANGEUISTATE = 0x0127,
|
||||
WM_UPDATEUISTATE = 0x0128,
|
||||
WM_QUERYUISTATE = 0x0129,
|
||||
|
||||
WM_CTLCOLORMSGBOX = 0x0132,
|
||||
WM_CTLCOLOREDIT = 0x0133,
|
||||
WM_CTLCOLORLISTBOX = 0x0134,
|
||||
WM_CTLCOLORBTN = 0x0135,
|
||||
WM_CTLCOLORDLG = 0x0136,
|
||||
WM_CTLCOLORSCROLLBAR = 0x0137,
|
||||
WM_CTLCOLORSTATIC = 0x0138,
|
||||
MN_GETHMENU = 0x01E1,
|
||||
|
||||
WM_MOUSEFIRST = 0x0200,
|
||||
WM_MOUSEMOVE = 0x0200,
|
||||
WM_LBUTTONDOWN = 0x0201,
|
||||
WM_LBUTTONUP = 0x0202,
|
||||
WM_LBUTTONDBLCLK = 0x0203,
|
||||
WM_RBUTTONDOWN = 0x0204,
|
||||
WM_RBUTTONUP = 0x0205,
|
||||
WM_RBUTTONDBLCLK = 0x0206,
|
||||
WM_MBUTTONDOWN = 0x0207,
|
||||
WM_MBUTTONUP = 0x0208,
|
||||
WM_MBUTTONDBLCLK = 0x0209,
|
||||
WM_MOUSEWHEEL = 0x020A,
|
||||
WM_XBUTTONDOWN = 0x020B,
|
||||
WM_XBUTTONUP = 0x020C,
|
||||
WM_XBUTTONDBLCLK = 0x020D,
|
||||
WM_MOUSEHWHEEL = 0x020E,
|
||||
|
||||
WM_PARENTNOTIFY = 0x0210,
|
||||
WM_ENTERMENULOOP = 0x0211,
|
||||
WM_EXITMENULOOP = 0x0212,
|
||||
|
||||
WM_NEXTMENU = 0x0213,
|
||||
WM_SIZING = 0x0214,
|
||||
WM_CAPTURECHANGED = 0x0215,
|
||||
WM_MOVING = 0x0216,
|
||||
|
||||
WM_POWERBROADCAST = 0x0218,
|
||||
|
||||
WM_DEVICECHANGE = 0x0219,
|
||||
|
||||
WM_MDICREATE = 0x0220,
|
||||
WM_MDIDESTROY = 0x0221,
|
||||
WM_MDIACTIVATE = 0x0222,
|
||||
WM_MDIRESTORE = 0x0223,
|
||||
WM_MDINEXT = 0x0224,
|
||||
WM_MDIMAXIMIZE = 0x0225,
|
||||
WM_MDITILE = 0x0226,
|
||||
WM_MDICASCADE = 0x0227,
|
||||
WM_MDIICONARRANGE = 0x0228,
|
||||
WM_MDIGETACTIVE = 0x0229,
|
||||
|
||||
WM_MDISETMENU = 0x0230,
|
||||
WM_ENTERSIZEMOVE = 0x0231,
|
||||
WM_EXITSIZEMOVE = 0x0232,
|
||||
WM_DROPFILES = 0x0233,
|
||||
WM_MDIREFRESHMENU = 0x0234,
|
||||
|
||||
WM_IME_SETCONTEXT = 0x0281,
|
||||
WM_IME_NOTIFY = 0x0282,
|
||||
WM_IME_CONTROL = 0x0283,
|
||||
WM_IME_COMPOSITIONFULL = 0x0284,
|
||||
WM_IME_SELECT = 0x0285,
|
||||
WM_IME_CHAR = 0x0286,
|
||||
WM_IME_REQUEST = 0x0288,
|
||||
WM_IME_KEYDOWN = 0x0290,
|
||||
WM_IME_KEYUP = 0x0291,
|
||||
|
||||
WM_MOUSEHOVER = 0x02A1,
|
||||
WM_MOUSELEAVE = 0x02A3,
|
||||
WM_NCMOUSEHOVER = 0x02A0,
|
||||
WM_NCMOUSELEAVE = 0x02A2,
|
||||
|
||||
WM_WTSSESSION_CHANGE = 0x02B1,
|
||||
|
||||
WM_TABLET_FIRST = 0x02c0,
|
||||
WM_TABLET_LAST = 0x02df,
|
||||
|
||||
WM_CUT = 0x0300,
|
||||
WM_COPY = 0x0301,
|
||||
WM_PASTE = 0x0302,
|
||||
WM_CLEAR = 0x0303,
|
||||
WM_UNDO = 0x0304,
|
||||
WM_RENDERFORMAT = 0x0305,
|
||||
WM_RENDERALLFORMATS = 0x0306,
|
||||
WM_DESTROYCLIPBOARD = 0x0307,
|
||||
WM_DRAWCLIPBOARD = 0x0308,
|
||||
WM_PAINTCLIPBOARD = 0x0309,
|
||||
WM_VSCROLLCLIPBOARD = 0x030A,
|
||||
WM_SIZECLIPBOARD = 0x030B,
|
||||
WM_ASKCBFORMATNAME = 0x030C,
|
||||
WM_CHANGECBCHAIN = 0x030D,
|
||||
WM_HSCROLLCLIPBOARD = 0x030E,
|
||||
WM_QUERYNEWPALETTE = 0x030F,
|
||||
WM_PALETTEISCHANGING = 0x0310,
|
||||
WM_PALETTECHANGED = 0x0311,
|
||||
WM_HOTKEY = 0x0312,
|
||||
|
||||
WM_PRINT = 0x0317,
|
||||
WM_PRINTCLIENT = 0x0318,
|
||||
|
||||
WM_APPCOMMAND = 0x0319,
|
||||
|
||||
WM_THEMECHANGED = 0x031A,
|
||||
|
||||
WM_CLIPBOARDUPDATE = 0x031D,
|
||||
|
||||
WM_DWMCOMPOSITIONCHANGED = 0x031E,
|
||||
WM_DWMNCRENDERINGCHANGED = 0x031F,
|
||||
WM_DWMCOLORIZATIONCOLORCHANGED = 0x0320,
|
||||
WM_DWMWINDOWMAXIMIZEDCHANGE = 0x0321,
|
||||
|
||||
WM_GETTITLEBARINFOEX = 0x033F,
|
||||
|
||||
WM_HANDHELDFIRST = 0x0358,
|
||||
WM_HANDHELDLAST = 0x035F,
|
||||
|
||||
WM_AFXFIRST = 0x0360,
|
||||
WM_AFXLAST = 0x037F,
|
||||
|
||||
WM_PENWINFIRST = 0x0380,
|
||||
WM_PENWINLAST = 0x038F,
|
||||
|
||||
WM_APP = 0x8000,
|
||||
|
||||
WM_USER = 0x0400,
|
||||
|
||||
WM_REFLECT = WM_USER + 0x1C00,
|
||||
}
|
||||
}
|
||||
15
Dalamud/Interface/ImGuiScene/Win32 Utils/MemUtil.cs
Normal file
15
Dalamud/Interface/ImGuiScene/Win32 Utils/MemUtil.cs
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace ImGuiScene
|
||||
{
|
||||
public static unsafe class MemUtil
|
||||
{
|
||||
public static T* Allocate<T>() where T : unmanaged {
|
||||
return (T*)Marshal.AllocHGlobal(Marshal.SizeOf<T>());
|
||||
}
|
||||
|
||||
public static void Free(this IntPtr obj) {
|
||||
Marshal.FreeHGlobal(obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
184
Dalamud/Interface/ImGuiScene/Win32 Utils/Win32.cs
Normal file
184
Dalamud/Interface/ImGuiScene/Win32 Utils/Win32.cs
Normal file
|
|
@ -0,0 +1,184 @@
|
|||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace ImGuiScene
|
||||
{
|
||||
// Even though we are importing PInvoke stuff from Nuget, we still need this class
|
||||
// for some APIs that do not seem to be exposed in any way through those packages.
|
||||
// In the future, we may be able to use https://github.com/microsoft/cswin32
|
||||
internal class Win32
|
||||
{
|
||||
public enum ImeCommand
|
||||
{
|
||||
IMN_CLOSESTATUSWINDOW = 0x0001,
|
||||
IMN_OPENSTATUSWINDOW = 0x0002,
|
||||
IMN_CHANGECANDIDATE = 0x0003,
|
||||
IMN_CLOSECANDIDATE = 0x0004,
|
||||
IMN_OPENCANDIDATE = 0x0005,
|
||||
IMN_SETCONVERSIONMODE = 0x0006,
|
||||
IMN_SETSENTENCEMODE = 0x0007,
|
||||
IMN_SETOPENSTATUS = 0x0008,
|
||||
IMN_SETCANDIDATEPOS = 0x0009,
|
||||
IMN_SETCOMPOSITIONFONT = 0x000A,
|
||||
IMN_SETCOMPOSITIONWINDOW = 0x000B,
|
||||
IMN_SETSTATUSWINDOWPOS = 0x000C,
|
||||
IMN_GUIDELINE = 0x000D,
|
||||
IMN_PRIVATE = 0x000E
|
||||
}
|
||||
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct POINT
|
||||
{
|
||||
public int X;
|
||||
public int Y;
|
||||
|
||||
public POINT(int X, int Y)
|
||||
{
|
||||
this.X = X;
|
||||
this.Y = Y;
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct CURSORINFO
|
||||
{
|
||||
public Int32 cbSize;
|
||||
public Int32 flags;
|
||||
public IntPtr hCursor;
|
||||
public POINT ptScreenPos;
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct RECT
|
||||
{
|
||||
public int left;
|
||||
public int top;
|
||||
public int right;
|
||||
public int bottom;
|
||||
|
||||
public RECT(int left, int top, int right, int bottom)
|
||||
{
|
||||
this.left = left;
|
||||
this.top = top;
|
||||
this.right = right;
|
||||
this.bottom = bottom;
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct COMPOSITIONFORM
|
||||
{
|
||||
public uint dwStyle;
|
||||
public POINT ptCurrentPos;
|
||||
public RECT rcArea;
|
||||
|
||||
public COMPOSITIONFORM(uint dwStyle, POINT ptCurrentPos, RECT rcArea)
|
||||
{
|
||||
this.dwStyle = dwStyle;
|
||||
this.ptCurrentPos = ptCurrentPos;
|
||||
this.rcArea = rcArea;
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static ushort HIWORD(ulong val)
|
||||
{
|
||||
// #define HIWORD(l) ((WORD)((((DWORD_PTR)(l)) >> 16) & 0xffff))
|
||||
return (ushort)((val >> 16) & 0xFFFF);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static ushort LOWORD(ulong val)
|
||||
{
|
||||
// #define LOWORD(l) ((WORD)(((DWORD_PTR)(l)) & 0xffff))
|
||||
return (ushort)(val & 0xFFFF);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static ushort GET_XBUTTON_WPARAM(ulong val)
|
||||
{
|
||||
// #define GET_XBUTTON_WPARAM(wParam) (HIWORD(wParam))
|
||||
return HIWORD(val);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static short GET_WHEEL_DELTA_WPARAM(ulong val)
|
||||
{
|
||||
// #define GET_WHEEL_DELTA_WPARAM(wParam) ((short)HIWORD(wParam))
|
||||
return (short)HIWORD(val);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static int GET_X_LPARAM(ulong val)
|
||||
{
|
||||
// #define GET_X_LPARAM(lp) ((int)(short)LOWORD(lp))
|
||||
return (int)(short)LOWORD(val);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static int GET_Y_LPARAM(ulong val)
|
||||
{
|
||||
// #define GET_Y_LPARAM(lp) ((int)(short)HIWORD(lp))
|
||||
return (int)(short)HIWORD(val);
|
||||
}
|
||||
|
||||
[DllImport("dwmapi.dll")]
|
||||
public static extern int DwmIsCompositionEnabled(out bool enabled);
|
||||
[DllImport("user32.dll", SetLastError = true)]
|
||||
public static extern bool BringWindowToTop(IntPtr hWnd);
|
||||
[DllImport("user32.dll", SetLastError = true)]
|
||||
public static extern IntPtr SetFocus(IntPtr hWnd);
|
||||
[DllImport("user32.dll")]
|
||||
public static extern bool SetLayeredWindowAttributes(IntPtr hwnd, uint crKey, byte bAlpha, uint dwFlags);
|
||||
// [DllImport("Imm32.dll", SetLastError=true)]
|
||||
// public static extern IntPtr ImmGetContext(IntPtr hWnd);
|
||||
// [DllImport("Imm32.dll", SetLastError=true)]
|
||||
// public static extern bool ImmSetCompositionWindow(IntPtr hImc, ref COMPOSITIONFORM lpCompForm);
|
||||
// [DllImport("Imm32.dll", SetLastError=true)]
|
||||
// public static extern bool ImmReleaseContext(IntPtr hWnd, IntPtr hImc);
|
||||
|
||||
|
||||
[DllImport("user32.dll")]
|
||||
public static extern bool GetCursorPos(out POINT lpPoint);
|
||||
[DllImport("user32.dll")]
|
||||
public static extern bool SetCursorPos(int x, int y);
|
||||
[DllImport("user32.dll")]
|
||||
public static extern bool ScreenToClient(IntPtr hWnd, ref POINT lpPoint);
|
||||
[DllImport("user32.dll")]
|
||||
public static extern bool ClientToScreen(IntPtr hWnd, ref POINT lpPoint);
|
||||
[DllImport("user32.dll")]
|
||||
public static extern IntPtr GetCapture();
|
||||
[DllImport("user32.dll")]
|
||||
public static extern IntPtr SetCapture(IntPtr hWnd);
|
||||
[DllImport("user32.dll")]
|
||||
public static extern bool ReleaseCapture();
|
||||
[DllImport("user32.dll")]
|
||||
public static extern short GetKeyState(VirtualKey nVirtKey);
|
||||
[DllImport("user32.dll")]
|
||||
public static extern IntPtr GetCursor();
|
||||
[DllImport("user32.dll")]
|
||||
public static extern IntPtr SetCursor(IntPtr handle);
|
||||
[DllImport("user32.dll")]
|
||||
public static extern IntPtr LoadCursor(IntPtr hInstance, Cursor lpCursorName);
|
||||
[DllImport("user32.dll")]
|
||||
public static extern int ShowCursor(bool bShow);
|
||||
[DllImport("user32.dll", EntryPoint = "SetWindowLongPtrW", SetLastError = true)]
|
||||
public static extern IntPtr SetWindowLongPtr(IntPtr hWnd, WindowLongType nIndex, IntPtr dwNewLong);
|
||||
[DllImport("user32.dll", EntryPoint = "CallWindowProcW")]
|
||||
public static extern long CallWindowProc(IntPtr lpPrevWndFunc, IntPtr hWnd, uint Msg, ulong wParam, long lParam);
|
||||
|
||||
[DllImport("user32.dll", EntryPoint = "GetCursorInfo")]
|
||||
private static extern bool GetCursorInfo_Internal(ref CURSORINFO pci);
|
||||
|
||||
public static bool GetCursorInfo(out CURSORINFO pci)
|
||||
{
|
||||
pci = new CURSORINFO
|
||||
{
|
||||
cbSize = Marshal.SizeOf(typeof(CURSORINFO))
|
||||
};
|
||||
|
||||
return GetCursorInfo_Internal(ref pci);
|
||||
}
|
||||
}
|
||||
}
|
||||
BIN
Dalamud/Interface/ImGuiScene/costura64/stbi.dll
Normal file
BIN
Dalamud/Interface/ImGuiScene/costura64/stbi.dll
Normal file
Binary file not shown.
|
|
@ -0,0 +1,12 @@
|
|||
#version 150
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
in vec2 Frag_UV;
|
||||
in vec4 Frag_Color;
|
||||
out vec4 Out_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
|
||||
}
|
||||
Binary file not shown.
|
|
@ -0,0 +1,17 @@
|
|||
#version 150
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
|
||||
in vec2 Position;
|
||||
in vec2 UV;
|
||||
in vec4 Color;
|
||||
|
||||
out vec2 Frag_UV;
|
||||
out vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
|
||||
}
|
||||
Binary file not shown.
|
|
@ -16,6 +16,8 @@ using Dalamud.Interface.Utility.Raii;
|
|||
using ImGuiNET;
|
||||
using ImGuiScene;
|
||||
|
||||
using VirtualKey = Dalamud.Game.ClientState.Keys.VirtualKey;
|
||||
|
||||
namespace Dalamud.Interface.Utility;
|
||||
|
||||
/// <summary>
|
||||
|
|
|
|||
1
lib/ImGui.NET
Submodule
1
lib/ImGui.NET
Submodule
|
|
@ -0,0 +1 @@
|
|||
Subproject commit b104b3520d500366a6ee34c743c20ccf112d7a6e
|
||||
|
|
@ -1 +0,0 @@
|
|||
Subproject commit 2f37349ffd778561a1103a650683116c43edc86c
|
||||
Loading…
Add table
Add a link
Reference in a new issue