mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added GraphicsContext, SwapChain, Buffer, VertexBuffer, IndexBuffer and a basic DX11 implementation.
223 lines
5.3 KiB
Beef
223 lines
5.3 KiB
Beef
using System;
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using ImGui;
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using GlitchyEngine.Events;
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// Temporary
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using GlitchyEngine.Platform.DX11;
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//using GlitchyEngine.Platform.DX11.Renderer;
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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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//ImGuiImplWin32.EnableDpiAwareness();
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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.ConfigFlags |= .NavEnableKeyboard;
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io.ConfigFlags |= .DockingEnable;
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io.ConfigFlags |= .ViewportsEnable;
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// Todo: currently broken in ImGui
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//io.ConfigFlags |= .DpiEnableScaleFonts;
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//io.ConfigFlags |= .DpiEnableScaleViewports;
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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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ref ImGui.Style style = ref ImGui.GetStyle();
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if(io.ConfigFlags.HasFlag(.ViewportsEnable))
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{
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style.WindowRounding = 0.0f;
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style.Colors[(int)ImGui.Col.WindowBg].w = 1.0f;
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}
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#if GE_WINDOWS
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// Todo: temporary, needs to be platform independent
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ImGuiImplWin32.Init((Windows.HWnd)(int)Application.Get().Window.NativeWindow);
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var context = Application.Get().Window.Context;
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ImGuiImplDX11.Init(context.[Friend]nativeDevice, context.[Friend]nativeContext);
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#endif
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}
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public override void OnDetach()
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{
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ImGuiImplDX11.Shutdown();
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ImGuiImplWin32.Shutdown();
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ImGui.DestroyContext();
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}
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public override void OnEvent(Event event)
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{
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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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int button = 0;
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switch(e.MouseButton)
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{
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case .LeftButton:
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button = (uint)ImGui.MouseButton.Left;
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case .RightButton:
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button = (uint)ImGui.MouseButton.Right;
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case .MiddleButton:
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button = (uint)ImGui.MouseButton.Middle;
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case .XButton1:
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button = (uint)3;
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case .XButton2:
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button = (uint)4;
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default:
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}
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ref ImGui.IO io = ref ImGui.GetIO();
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io.MouseDown[button] = true;
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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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int button = 0;
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switch(e.MouseButton)
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{
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case .LeftButton:
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button = (uint)ImGui.MouseButton.Left;
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case .RightButton:
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button = (uint)ImGui.MouseButton.Right;
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case .MiddleButton:
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button = (uint)ImGui.MouseButton.Middle;
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case .XButton1:
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button = (uint)3;
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case .XButton2:
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button = (uint)4;
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default:
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}
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ref ImGui.IO io = ref ImGui.GetIO();
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io.MouseDown[button] = false;
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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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if(e.KeyCode >= (.)256)
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return false;
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ref ImGui.IO io = ref ImGui.GetIO();
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io.KeysDown[(int32)e.KeyCode] = true;
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io.KeyCtrl = io.KeysDown[(int32)Key.Control];
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io.KeyShift = io.KeysDown[(int32)Key.Shift];
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io.KeyAlt = io.KeysDown[(int32)Key.Alt];
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io.KeySuper = io.KeysDown[(int32)Key.LeftSuper] || io.KeysDown[(int32)Key.RightSuper];
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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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if(e.KeyCode >= (.)256)
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return false;
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ref ImGui.IO io = ref ImGui.GetIO();
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io.KeysDown[(int32)e.KeyCode] = false;
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io.KeyCtrl = io.KeysDown[(int32)Key.Control];
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io.KeyShift = io.KeysDown[(int32)Key.Shift];
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io.KeyAlt = io.KeysDown[(int32)Key.Alt];
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io.KeySuper = io.KeysDown[(int32)Key.LeftSuper] || io.KeysDown[(int32)Key.RightSuper];
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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((uint16)e.Char);
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return false;
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});
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*/
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}
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public void Begin()
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{
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// Todo:
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//var v = DirectX.ImmediateContext;
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//v.OutputMerger.SetRenderTargets(1, &DirectX.BackBufferTarget, null);
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Application.Get().Window.Context.SetRenderTarget(null);
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ImGuiImplDX11.NewFrame();
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ImGuiImplWin32.NewFrame();
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ImGui.NewFrame();
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}
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bool showDemo = true;
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public void ImGuiRender()
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{
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Begin();
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var event = scope ImGuiRenderEvent();
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Application.Get().OnEvent(event);
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ImGui.ShowDemoWindow(&showDemo);
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End();
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}
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public void End()
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{
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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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ImGui.Render();
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ImGuiImplDX11.RenderDrawData(ref ImGui.GetDrawData());
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if(io.ConfigFlags.HasFlag(.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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}
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}
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}
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