change to imgui docker version
rename to work-calendar
This commit is contained in:
+39
-38
@@ -9,6 +9,8 @@
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#include "imgui.h"
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#include "imgui_impl_win32.h"
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#include "imgui_impl_dx11.h"
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#include "work-calendar.cpp"
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#include <d3d11.h>
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#include <tchar.h>
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@@ -57,15 +59,31 @@ int main(int, char**)
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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//io.ConfigViewportsNoAutoMerge = true;
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//io.ConfigViewportsNoTaskBarIcon = true;
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//io.ConfigViewportsNoDefaultParent = true;
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//io.ConfigDockingAlwaysTabBar = true;
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//io.ConfigDockingTransparentPayload = true;
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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//ImGui::StyleColorsDark();
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ImGui::StyleColorsLight();
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// Setup scaling
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
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io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_Init(hwnd);
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@@ -135,37 +153,8 @@ int main(int, char**)
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window) {
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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//work calendar app
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per_frame();
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// Rendering
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ImGui::Render();
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@@ -174,6 +163,13 @@ int main(int, char**)
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g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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}
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// Present
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HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
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//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
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@@ -193,7 +189,8 @@ int main(int, char**)
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}
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// Helper functions
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bool CreateDeviceD3D(HWND hWnd) {
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bool CreateDeviceD3D(HWND hWnd)
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{
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// Setup swap chain
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DXGI_SWAP_CHAIN_DESC sd;
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ZeroMemory(&sd, sizeof(sd));
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@@ -225,21 +222,24 @@ bool CreateDeviceD3D(HWND hWnd) {
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return true;
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}
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void CleanupDeviceD3D() {
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void CleanupDeviceD3D()
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{
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CleanupRenderTarget();
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if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
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if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
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}
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void CreateRenderTarget() {
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void CreateRenderTarget()
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{
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ID3D11Texture2D* pBackBuffer;
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g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
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pBackBuffer->Release();
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}
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void CleanupRenderTarget() {
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void CleanupRenderTarget()
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{
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if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
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}
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@@ -251,7 +251,8 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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return true;
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@@ -0,0 +1,6 @@
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#include <imgui.h>
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void per_frame(){
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//TODO
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//ImGui::Begin();
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}
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