mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added ImGui
This commit is contained in:
@@ -1,3 +1,6 @@
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[submodule "vendor/directx"]
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path = GlitchyEngine/vendor/directx
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url = https://github.com/aharabada/directx-beef.git
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[submodule "GlitchyEngine/vendor/imgui-beef"]
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path = GlitchyEngine/vendor/imgui-beef
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url = https://github.com/qzole/imgui-beef.git
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+1
-1
@@ -1,5 +1,5 @@
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FileVersion = 1
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Projects = {Sandbox = {Path = "Sandbox"}, GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "vendor/directx/DirectX"}}
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Projects = {Sandbox = {Path = "Sandbox"}, GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, imgui-beef = {Path = "GlitchyEngine/vendor/imgui-beef/imgui-beef"}, imgui-impl-win32 = {Path = "GlitchyEngine/vendor/imgui-beef/imgui-impl-win32"}, imgui-impl-dx11 = {Path = "GlitchyEngine/vendor/imgui-beef/imgui-impl-dx11"}}
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[Workspace]
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StartupProject = "Sandbox"
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@@ -46,7 +46,6 @@ namespace GlitchLog
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Runtime.Assert(Debug.IsDebuggerPresent, "The DebugLogger requires a debugger to be present.");
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}
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#if GL_NOLOG || GL_NOTRACE
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[SkipCall]
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#endif
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@@ -1,5 +1,5 @@
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FileVersion = 1
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Dependencies = {GlitchLog = "*", corlib = "*", DirectX = "*"}
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Dependencies = {GlitchLog = "*", corlib = "*", DirectX = "*", imgui-beef = "*", imgui-impl-win32 = "*", imgui-impl-dx11 = "*"}
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[Project]
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Name = "GlitchyEngine"
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@@ -1,20 +1,33 @@
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using System;
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using GlitchyEngine.Events;
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using GlitchyEngine.Platform.Windows;
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using GlitchyEngine.Platform.DX11;
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namespace GlitchyEngine
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{
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public class Application
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{
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static Application s_Instance = null;
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private Window _window ~ delete _;
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private bool _running = true;
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private LayerStack _layerStack = new LayerStack() ~ delete _;
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private GameTime _gameTime = new GameTime(true) ~ delete _;
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public bool IsRunning => _running;
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public Window Window => _window;
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[Inline]
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public static Application Get => s_Instance;
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public this()
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{
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_window = Window.CreateWindow(WindowDescription());
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Runtime.Assert(s_Instance == null, "Tried to create a second application.");
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s_Instance = this;
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_window = GlitchyEngine.Window.CreateWindow(WindowDescription());
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_window.EventCallback = new => OnEvent;
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}
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@@ -35,10 +48,16 @@ namespace GlitchyEngine
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{
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while(_running)
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{
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DirectX.ImmediateContext.ClearRenderTargetView(DirectX.BackBufferTarget, .(1, 0, 1));
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_gameTime.Tick();
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for(Layer layer in _layerStack)
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layer.Update();
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layer.Update(_gameTime);
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_window.Update();
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DirectX.Present();
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}
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}
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@@ -22,8 +22,8 @@ namespace GlitchyEngine.Events
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public class WindowResizeEvent : Event, IEvent
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{
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public int32 _width, _height;
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public bool _isResizing;
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private int32 _width, _height;
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private bool _isResizing;
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/// The new width of the window.
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public int32 Width = _width;
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@@ -57,8 +57,8 @@ namespace GlitchyEngine.Events
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public class WindowMoveEvent : Event, IEvent
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{
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public int32 _x, _y;
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public bool _isMoving;
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private int32 _x, _y;
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private bool _isMoving;
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/// The new x-coordinate of the window.
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public int32 X = _x;
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@@ -6,7 +6,7 @@ namespace GlitchyEngine.Events
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None = 0,
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WindowClose, WindowResize, WindowFocus, WindowLostFocus, WindowMoved,
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AppTick, AppUpdate, AppRender,
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KeyPressed, KeyReleased,
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KeyPressed, KeyReleased, KeyTyped,
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MouseButtonPressed, MouseButtonReleased, MouseMoved, MouseScrolled
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}
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@@ -53,4 +53,29 @@ namespace GlitchyEngine.Events
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strBuffer.AppendF("KeyReleasedEvent: {}", _keyCode);
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}
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}
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public class KeyTypedEvent : Event, IEvent
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{
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private char16 _char;
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[Inline]
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public char16 Char => _char;
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public override EventCategory Category => .Input | .Keyboard
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public override EventType EventType => .KeyTyped;
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public static EventType StaticType => .KeyTyped;
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public override StringView Name => "KeyTyped";
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public this(char16 char)
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{
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_char = char;
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}
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public override void ToString(String strBuffer)
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{
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strBuffer.AppendF("KeyTypedEvent: {}", _char);
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}
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}
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}
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@@ -0,0 +1,90 @@
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using System;
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using System.Diagnostics;
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namespace GlitchyEngine
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{
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/**
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* A timer providing functionality to meassure frame times and game runtime.
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*/
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public class GameTime : Stopwatch
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{
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private uint64 _frameCount;
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private TimeSpan _totalTime;
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private TimeSpan _frameTime;
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/**
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The amount of time that has passed since the timer was started.
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*/
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public TimeSpan TotalTime => _totalTime;
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/**
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The amount of time that has passed since the start of the last frame.
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*/
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public TimeSpan FrameTime => _frameTime;
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/**
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The number of frames that have been computed since the timer was started.
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*/
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public uint64 FrameCount => _frameCount;
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private Stopwatch _stopWatch ~ delete _;
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public this() : base(){}
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/**
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* Initializes a new instance of a GameTime.
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* @param startNow If set to true, the timer will start immediately.
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* If set to false, the timer has to be started manually.
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*/
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public this(bool startNow) : base(startNow){}
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/**
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* Starts or continues the internal timer.
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*/
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public new void Start()
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{
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_stopWatch.Start();
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}
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/**
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* Restarts the internal timer and resets the counters.
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*/
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public new void Restart()
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{
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_totalTime = 0;
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_frameTime = 0;
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_frameCount = 0;
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base.Restart();
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}
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/**
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* Stops the internal timer.
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*/
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public new void Stop()
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{
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base.Stop();
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}
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/**
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* Resets the timer.
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*/
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public new void Reset()
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{
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_totalTime = 0;
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_frameTime = 0;
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_frameCount = 0;
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base.Reset();
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}
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/**
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* Tells the timer that a frame has passed and updates the counters.
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*/
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public void Tick()
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{
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TimeSpan old = _totalTime;
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_totalTime = Elapsed;
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_frameTime = _totalTime - old;
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_frameCount++;
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}
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}
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}
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@@ -0,0 +1,182 @@
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using System;
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using imgui_beef;
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using GlitchyEngine.Events;
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// Temporary
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using DirectX.Windows.VirtualKeyCodes;
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using GlitchyEngine.Platform.DX11;
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namespace GlitchyEngine.ImGui
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{
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public class ImGuiLayer : Layer
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{
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public this() : base("ImGuiLayer") { }
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public override void OnAttach()
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{
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Log.EngineLogger.Trace("Initializing ImGui...");
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ImGui.CHECKVERSION();
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ImGui.CreateContext();
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ImGui.StyleColorsDark();
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ref ImGui.IO io = ref ImGui.GetIO();
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io.BackendFlags |= .HasMouseCursors | .HasSetMousePos;
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// Todo: Temporary, needs own keymap
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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io.KeyMap[(int32)ImGui.Key.Tab] = VK_TAB;
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io.KeyMap[(int32)ImGui.Key.LeftArrow] = VK_LEFT;
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io.KeyMap[(int32)ImGui.Key.RightArrow] = VK_RIGHT;
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io.KeyMap[(int32)ImGui.Key.UpArrow] = VK_UP;
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io.KeyMap[(int32)ImGui.Key.DownArrow] = VK_DOWN;
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io.KeyMap[(int32)ImGui.Key.PageUp] = VK_PRIOR;
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io.KeyMap[(int32)ImGui.Key.PageDown] = VK_NEXT;
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io.KeyMap[(int32)ImGui.Key.Home] = VK_HOME;
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io.KeyMap[(int32)ImGui.Key.End] = VK_END;
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io.KeyMap[(int32)ImGui.Key.Insert] = VK_INSERT;
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io.KeyMap[(int32)ImGui.Key.Delete] = VK_DELETE;
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io.KeyMap[(int32)ImGui.Key.Backspace] = VK_BACK;
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io.KeyMap[(int32)ImGui.Key.Space] = VK_SPACE;
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io.KeyMap[(int32)ImGui.Key.Enter] = VK_RETURN;
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io.KeyMap[(int32)ImGui.Key.Escape] = VK_ESCAPE;
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io.KeyMap[(int32)ImGui.Key.KeyPadEnter] = VK_RETURN;
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io.KeyMap[(int32)ImGui.Key.A] = (int32)'A';
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io.KeyMap[(int32)ImGui.Key.C] = (int32)'C';
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io.KeyMap[(int32)ImGui.Key.V] = (int32)'V';
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io.KeyMap[(int32)ImGui.Key.X] = (int32)'X';
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io.KeyMap[(int32)ImGui.Key.Y] = (int32)'Y';
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io.KeyMap[(int32)ImGui.Key.Z] = (int32)'Z';
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// Todo: temporary, needs to be platform independant
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ImGuiImplDx11.Init(Platform.DX11.DirectX.Device, Platform.DX11.DirectX.ImmediateContext);
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}
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public override void OnDetach()
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{
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}
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public override void OnEvent(Event event)
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{
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EventDispatcher dispatcher = scope EventDispatcher(event);
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dispatcher.Dispatch<WindowResizeEvent>(scope (e) =>
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{
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ref ImGui.IO io = ref ImGui.GetIO();
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io.DisplaySize = .(e.Width, e.Height);
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io.DisplayFramebufferScale = .(1.0f, 1.0f);
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return false;
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});
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dispatcher.Dispatch<MouseMovedEvent>(scope (e) =>
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{
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ref ImGui.IO io = ref ImGui.GetIO();
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io.MousePos = ImGui.Vec2(e.PositionX, e.PositionY);
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return false;
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});
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dispatcher.Dispatch<MouseButtonPressedEvent>(scope (e) =>
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{
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ref ImGui.IO io = ref ImGui.GetIO();
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switch(e.MouseButton)
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{
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case .LeftButton:
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io.MouseDown[(uint)ImGui.MouseButton.Left] = true;
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case .RightButton:
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io.MouseDown[(uint)ImGui.MouseButton.Right] = true;
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case .MiddleButton:
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io.MouseDown[(uint)ImGui.MouseButton.Middle] = true;
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default:
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}
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return false;
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});
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dispatcher.Dispatch<MouseButtonReleasedEvent>(scope (e) =>
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{
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ref ImGui.IO io = ref ImGui.GetIO();
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switch(e.MouseButton)
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{
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case .LeftButton:
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io.MouseDown[(uint)ImGui.MouseButton.Left] = false;
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case .RightButton:
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io.MouseDown[(uint)ImGui.MouseButton.Right] = false;
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case .MiddleButton:
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io.MouseDown[(uint)ImGui.MouseButton.Middle] = false;
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default:
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}
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return false;
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});
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dispatcher.Dispatch<MouseScrolledEvent>(scope (e) =>
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{
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ref ImGui.IO io = ref ImGui.GetIO();
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io.MouseWheel += e.YOffset;
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io.MouseWheelH += e.XOffset; // Todo: horizontal mousewheel inverted?!
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return false;
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});
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dispatcher.Dispatch<KeyPressedEvent>(scope (e) =>
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{
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ref ImGui.IO io = ref ImGui.GetIO();
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io.KeysDown[e.KeyCode] = true;
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io.KeyCtrl = io.KeysDown[VK_CONTROL];
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io.KeyShift = io.KeysDown[VK_SHIFT];
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io.KeyAlt = io.KeysDown[VK_MENU];
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io.KeySuper = io.KeysDown[VK_LWIN] || io.KeysDown[VK_RWIN];
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return false;
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});
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dispatcher.Dispatch<KeyReleasedEvent>(scope (e) =>
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{
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ref ImGui.IO io = ref ImGui.GetIO();
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io.KeysDown[e.KeyCode] = false;
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io.KeyCtrl = io.KeysDown[VK_CONTROL];
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io.KeyShift = io.KeysDown[VK_SHIFT];
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io.KeyAlt = io.KeysDown[VK_MENU];
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io.KeySuper = io.KeysDown[VK_LWIN] || io.KeysDown[VK_RWIN];
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return false;
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});
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dispatcher.Dispatch<KeyTypedEvent>(scope (e) =>
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{
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ref ImGui.IO io = ref ImGui.GetIO();
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io.AddInputCharacterUTF16((int16)e.Char);
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return false;
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});
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}
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bool showDemo = true;
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public override void Update(GameTime gameTime)
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{
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var v = DirectX.ImmediateContext;
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v.OutputMerger.SetRenderTargets(1, &DirectX.BackBufferTarget, null);
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ref ImGui.IO io = ref ImGui.GetIO();
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let window = Application.Get.Window;
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io.DisplaySize = .(window.Width, window.Height);
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io.DeltaTime = (float)gameTime.FrameTime.TotalSeconds;
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ImGuiImplDx11.NewFrame();
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ImGui.NewFrame();
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ImGui.ShowDemoWindow(&showDemo);
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ImGui.Render();
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ImGuiImplDx11.RenderDrawData(ImGui.GetDrawData());
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}
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}
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}
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@@ -5,21 +5,22 @@ namespace GlitchyEngine
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{
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||||
public abstract class Layer
|
||||
{
|
||||
protected String _debugName;
|
||||
protected String _debugName ~ delete _;
|
||||
|
||||
[Inline]
|
||||
public StringView Name => _debugName;
|
||||
|
||||
[AllowAppend]
|
||||
//[AllowAppend]
|
||||
public this(StringView name = "Layer")
|
||||
{
|
||||
String debugName = append String(name);
|
||||
_debugName = debugName;
|
||||
//String debugName = append String(name);
|
||||
//_debugName = debugName;
|
||||
_debugName = new String(name);
|
||||
}
|
||||
|
||||
public virtual void OnAttach() { }
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||||
public virtual void OnDetach() { }
|
||||
public virtual void Update() { }
|
||||
public virtual void Update(GameTime gameTime) { }
|
||||
public virtual void OnEvent(Event event) { }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -20,6 +20,7 @@ namespace GlitchyEngine
|
||||
public void PushLayer(Layer ownLayer)
|
||||
{
|
||||
_layers.Insert(_insertIndex++, ownLayer);
|
||||
ownLayer.OnAttach();
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -30,6 +31,7 @@ namespace GlitchyEngine
|
||||
public void PushOverlay(Layer ownOverlay)
|
||||
{
|
||||
_layers.Add(ownOverlay);
|
||||
ownOverlay.OnAttach();
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -41,6 +43,7 @@ namespace GlitchyEngine
|
||||
if(_layers.Remove(layer))
|
||||
{
|
||||
_insertIndex--;
|
||||
layer.OnDetach();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -50,7 +53,10 @@ namespace GlitchyEngine
|
||||
*/
|
||||
public void PopOverlay(Layer overlay)
|
||||
{
|
||||
_layers.Remove(overlay);
|
||||
if(_layers.Remove(overlay))
|
||||
{
|
||||
overlay.OnDetach();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -0,0 +1,128 @@
|
||||
using System;
|
||||
using DirectX;
|
||||
using DirectX.D3D11;
|
||||
using DirectX.Common;
|
||||
using System.Diagnostics;
|
||||
using DirectX.DXGI;
|
||||
using DirectX.DXGI.DXGI1_2;
|
||||
using static System.Windows;
|
||||
|
||||
namespace GlitchyEngine.Platform.DX11
|
||||
{
|
||||
public static class DirectX
|
||||
{
|
||||
public static ID3D11Device* Device;
|
||||
public static ID3D11DeviceContext* ImmediateContext;
|
||||
|
||||
public static IDXGIDevice* DxgiDevice;
|
||||
public static IDXGISwapChain1* SwapChain;
|
||||
|
||||
public static ID3D11RenderTargetView* BackBufferTarget;
|
||||
public static Viewport BackBufferViewport;
|
||||
|
||||
static HWnd _windowHandle;
|
||||
|
||||
static ~this()
|
||||
{
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
public static void Init(HWnd windowHandle, uint32 width, uint32 height)
|
||||
{
|
||||
_windowHandle = windowHandle;
|
||||
|
||||
InitDevice();
|
||||
UpdateSwapchain(width, height);
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the Device and ImmediateContext.
|
||||
*/
|
||||
static void InitDevice()
|
||||
{
|
||||
IUnknown.ReleaseAndNull!(ref Device);
|
||||
IUnknown.ReleaseAndNull!(ref ImmediateContext);
|
||||
|
||||
Log.EngineLogger.Trace("Creating D3D11 Device and Context...");
|
||||
|
||||
DeviceCreationFlags deviceFlags = .None;
|
||||
#if DEBUG
|
||||
deviceFlags |= .Debug;
|
||||
#endif
|
||||
|
||||
FeatureLevel[] levels = scope .(.Level_11_0);
|
||||
|
||||
FeatureLevel deviceLevel = ?;
|
||||
var deviceResult = D3D11.CreateDevice(null, .Hardware, 0, deviceFlags, levels, &Device, &deviceLevel, &ImmediateContext);
|
||||
Debug.Assert(deviceResult.Succeeded, scope $"Failed to create D3D11 Device. Message(0x{(int32)deviceResult}): {deviceResult}");
|
||||
|
||||
Log.EngineLogger.Trace("D3D11 Device and Context created (Feature level: {})", deviceLevel);
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the swapchain.
|
||||
*/
|
||||
public static void UpdateSwapchain(uint32 width, uint32 height)
|
||||
{
|
||||
uint32 backBufferCount = 2;
|
||||
Format backBufferFormat = .R8G8B8A8_UNorm;
|
||||
Format backBufferViewFormat = .R8G8B8A8_UNorm; // _SRGB
|
||||
|
||||
if(SwapChain != null)
|
||||
{
|
||||
BackBufferTarget.Release();
|
||||
|
||||
SwapChain.ResizeBuffers(backBufferCount, width, height, backBufferFormat, .None);
|
||||
}
|
||||
else
|
||||
{
|
||||
Device.QueryInterface(out DxgiDevice);
|
||||
|
||||
DxgiDevice.GetAdapter(let adapter);
|
||||
adapter.GetParent<IDXGIFactory2>(let factory);
|
||||
adapter.Release();
|
||||
|
||||
SwapChainDescription1 swDesc = .();
|
||||
swDesc.Width = width;
|
||||
swDesc.Height = height;
|
||||
swDesc.Format = backBufferFormat;
|
||||
swDesc.SampleDescription = .(1, 0);
|
||||
swDesc.BufferUsage = .RenderTargetOutput;
|
||||
swDesc.BufferCount = backBufferCount;
|
||||
swDesc.SwapEffect = .FlipDiscard;
|
||||
|
||||
SwapChainFullscreenDescription fsSwapChainDesc = .();
|
||||
fsSwapChainDesc.Windowed = true;
|
||||
|
||||
factory.CreateSwapChainForHwnd((.)Device, _windowHandle, ref swDesc, &fsSwapChainDesc, null, &SwapChain);
|
||||
|
||||
factory.Release();
|
||||
}
|
||||
|
||||
SwapChain.GetBuffer<ID3D11Texture2D>(0, let backBuffer);
|
||||
|
||||
RenderTargetViewDescription rtvDesc = .(backBuffer, .Texture2D, backBufferViewFormat);
|
||||
Device.CreateRenderTargetView(backBuffer, &rtvDesc, &BackBufferTarget);
|
||||
|
||||
BackBufferViewport = Viewport(0, 0, width, height, 0.0f, 1.0f);
|
||||
|
||||
backBuffer.Release();
|
||||
}
|
||||
|
||||
public static void Shutdown()
|
||||
{
|
||||
IUnknown.ReleaseAndNull!(ref Device);
|
||||
IUnknown.ReleaseAndNull!(ref ImmediateContext);
|
||||
|
||||
IUnknown.ReleaseAndNull!(ref DxgiDevice);
|
||||
IUnknown.ReleaseAndNull!(ref SwapChain);
|
||||
|
||||
IUnknown.ReleaseAndNull!(ref BackBufferTarget);
|
||||
}
|
||||
|
||||
public static void Present()
|
||||
{
|
||||
SwapChain.Present(Application.Get.Window.IsVSync ? 1 : 0, .None);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -6,6 +6,9 @@ using DirectX.Windows.Kernel32;
|
||||
using DirectX.Windows.WindowMessages;
|
||||
using GlitchyEngine.Events;
|
||||
using System.Diagnostics;
|
||||
using imgui_beef;
|
||||
using GlitchyEngine.Platform.DX11;
|
||||
using static System.Windows;
|
||||
|
||||
namespace GlitchyEngine.Platform.Windows
|
||||
{
|
||||
@@ -22,6 +25,8 @@ namespace GlitchyEngine.Platform.Windows
|
||||
|
||||
private String _title ~ delete _;
|
||||
|
||||
private bool _isVSync = true;
|
||||
|
||||
public override int32 MinWidth
|
||||
{
|
||||
get => _minMaxInfo.MinimumTrackingSize.x;
|
||||
@@ -104,8 +109,8 @@ namespace GlitchyEngine.Platform.Windows
|
||||
|
||||
public override bool IsVSync
|
||||
{
|
||||
get;
|
||||
set;
|
||||
get => _isVSync;
|
||||
set => _isVSync = value;
|
||||
}
|
||||
|
||||
#if GE_WINDOWS
|
||||
@@ -160,11 +165,16 @@ namespace GlitchyEngine.Platform.Windows
|
||||
LoadWindowRectangle();
|
||||
|
||||
Log.EngineLogger.Trace("Created window \"{}\" ({}, {})", Title, Width, Height);
|
||||
|
||||
DirectX.Init(_windowHandle, (.)Width, (.)Height);
|
||||
}
|
||||
|
||||
private bool _isResizingOrMoving;
|
||||
private bool _isMinimized;
|
||||
|
||||
[CLink]
|
||||
static extern IntBool IsWindowUnicode(HWND whnd);
|
||||
|
||||
private static LRESULT MessageHandler(HWND hwnd, uint32 uMsg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
void* windowPtr = (void*)GetWindowLongPtrW(hwnd, GWL_USERDATA);
|
||||
@@ -234,6 +244,8 @@ namespace GlitchyEngine.Platform.Windows
|
||||
{
|
||||
window._isResizingOrMoving = false;
|
||||
|
||||
DirectX.UpdateSwapchain((.)window.Width, (.)window.Height);
|
||||
|
||||
var resEvent = scope WindowResizeEvent(window._clientRect.Width, window._clientRect.Height, false);
|
||||
window._eventCallback(resEvent);
|
||||
var moveEvent = scope WindowMoveEvent(window._clientRect.X, window._clientRect.Y, false);
|
||||
@@ -344,6 +356,13 @@ namespace GlitchyEngine.Platform.Windows
|
||||
////
|
||||
//// Application
|
||||
////
|
||||
case WM_CHAR:
|
||||
{
|
||||
var event = scope KeyTypedEvent((char16)wParam);
|
||||
window._eventCallback(event);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Window title changed
|
||||
case WM_SETTEXT:
|
||||
@@ -396,6 +415,9 @@ namespace GlitchyEngine.Platform.Windows
|
||||
SetWindowPos(_windowHandle, 0, _clientRect.X, _clientRect.Y, _clientRect.Width, _clientRect.Height, 0);
|
||||
}
|
||||
|
||||
[LinkName(.C)]
|
||||
private static extern IntBool SetWindowPos(HWND hWnd, HWND hWndInsertAfter, int32 X, int32 Y, int32 cx, int32 cy, uint32 uFlags);
|
||||
|
||||
/**
|
||||
* Gets the window title via WinApi and stores it in _title.
|
||||
*/
|
||||
|
||||
@@ -3,6 +3,8 @@ using GlitchLog;
|
||||
using System.Diagnostics;
|
||||
using GlitchyEngine.Platform.Windows;
|
||||
|
||||
using imgui_beef;
|
||||
|
||||
namespace GlitchyEngine
|
||||
{
|
||||
class Program
|
||||
|
||||
+1
Submodule GlitchyEngine/vendor/imgui-beef added at cdc410faf5
@@ -3,6 +3,7 @@ using GlitchyEngine;
|
||||
using GlitchyEngine.Events;
|
||||
using System.Diagnostics;
|
||||
using GlitchLog;
|
||||
using GlitchyEngine.ImGui;
|
||||
|
||||
namespace Sandbox
|
||||
{
|
||||
@@ -11,13 +12,13 @@ namespace Sandbox
|
||||
[AllowAppend]
|
||||
public this() : base("Example") { }
|
||||
|
||||
public override void Update()
|
||||
public override void Update(GameTime gameTime)
|
||||
{
|
||||
Log.ClientLogger.Info("ExampleLayer.Update");
|
||||
|
||||
// Just for temporary vsyncing
|
||||
// Todo: remove
|
||||
DwmFlush();
|
||||
//DwmFlush();
|
||||
}
|
||||
|
||||
[CLink, Import("Dwmapi.lib")]
|
||||
@@ -34,6 +35,7 @@ namespace Sandbox
|
||||
public this()
|
||||
{
|
||||
PushLayer(new ExampleLayer());
|
||||
PushOverlay(new ImGuiLayer());
|
||||
}
|
||||
|
||||
[Export, LinkName("CreateApplication")]
|
||||
|
||||
Reference in New Issue
Block a user