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April 28, 2018 19:52
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ImGuiCLI Example
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using ImGuiCLI; | |
using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Graphics; | |
using Microsoft.Xna.Framework.Input; | |
namespace ImGuiCLITest | |
{ | |
/// <summary> | |
/// This is the main type for your game. | |
/// </summary> | |
public class ImGuiViewport : Game | |
{ | |
ImGuiContext imguiContext_; | |
GraphicsDeviceManager graphics; | |
bool IsFocused | |
{ | |
get | |
{ | |
return ((MonoGame.Framework.WinFormsGameWindow)Window).Form.Focused; | |
} | |
} | |
public ImGuiViewport() | |
{ | |
graphics = new GraphicsDeviceManager(this); | |
graphics.GraphicsProfile = GraphicsProfile.HiDef; | |
Content.RootDirectory = "Content"; | |
Window.Title = "MonoGame ImGui-Viewport"; | |
Window.AllowUserResizing = true; | |
} | |
/// <summary> | |
/// Allows the game to perform any initialization it needs to before starting to run. | |
/// This is where it can query for any required services and load any non-graphic | |
/// related content. Calling base.Initialize will enumerate through any components | |
/// and initialize them as well. | |
/// </summary> | |
public const int WM_MOUSEHWHEEL = 0x020E; | |
public const int WM_KEYDOWN = 0x0100; | |
public const int WM_KEYUP = 0x0101; | |
public const int WM_CHAR = 0x0102; | |
protected override void Initialize() | |
{ | |
// TODO: Add your initialization logic here | |
IsMouseVisible = true; | |
base.Initialize(); | |
System.IntPtr device = ((SharpDX.Direct3D11.Device)GraphicsDevice.Handle).NativePointer; | |
System.IntPtr deviceContext = ((SharpDX.Direct3D11.DeviceContext)GraphicsDevice.ContextHandle).NativePointer; | |
System.IntPtr backBuffer = ((SharpDX.Direct3D11.RenderTargetView)GraphicsDevice.BackBuffer).NativePointer; | |
var form = ((MonoGame.Framework.WinFormsGameWindow)Window).Form; | |
form.SignalNativeMessages.Add(WM_MOUSEHWHEEL); | |
form.SignalNativeMessages.Add(WM_KEYDOWN); | |
form.SignalNativeMessages.Add(WM_KEYUP); | |
form.SignalNativeMessages.Add(WM_CHAR); | |
form.NotifyMessage += (o, e) => | |
{ | |
if (e.Msg == WM_KEYDOWN) | |
ImGuiIO.SetKeyState(e.WParam.ToInt32(), true); | |
else if (e.Msg == WM_KEYUP) | |
ImGuiIO.SetKeyState(e.WParam.ToInt32(), false); | |
else if (e.Msg == WM_CHAR && e.WParam.ToInt64() > 0 && e.WParam.ToInt64() < 0x10000) | |
ImGuiIO.AddText((ushort)e.WParam.ToInt64()); | |
}; | |
imguiContext_ = new ImGuiContext(this.Window.Handle, device, deviceContext, backBuffer); | |
} | |
/// <summary> | |
/// LoadContent will be called once per game and is the place to load | |
/// all of your content. | |
/// </summary> | |
protected override void LoadContent() | |
{ | |
// TODO: use this.Content to load your game content here | |
} | |
/// <summary> | |
/// UnloadContent will be called once per game and is the place to unload | |
/// game-specific content. | |
/// </summary> | |
protected override void UnloadContent() | |
{ | |
// TODO: Unload any non ContentManager content here | |
imguiContext_.Shutdown(); | |
} | |
/// <summary> | |
/// Allows the game to run logic such as updating the world, | |
/// checking for collisions, gathering input, and playing audio. | |
/// </summary> | |
/// <param name="gameTime">Provides a snapshot of timing values.</param> | |
protected override void Update(GameTime gameTime) | |
{ | |
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) | |
Exit(); | |
base.Update(gameTime); | |
} | |
/// <summary> | |
/// This is called when the game should draw itself. | |
/// </summary> | |
/// <param name="gameTime">Provides a snapshot of timing values.</param> | |
/// | |
static int scrollValue = 0; | |
static bool someValue = false; | |
static MouseCursor lastCursor = MouseCursor.Arrow; | |
protected override void Draw(GameTime gameTime) | |
{ | |
GraphicsDevice.Clear(Color.CornflowerBlue); | |
GraphicsDevice.Viewport = new Viewport(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height, 0, 1000); | |
float td = gameTime.ElapsedGameTime.Milliseconds / 1000.0f; | |
ImGuiIO.DeltaTime = td; | |
var mousePos = Mouse.GetState().Position; | |
int newScroll = Mouse.GetState().ScrollWheelValue; | |
int scrollDelta = newScroll - scrollValue; | |
scrollValue = newScroll; | |
if (IsFocused) | |
ImGuiIO.SetMouseWheel(scrollDelta / 120.0f); | |
ImGuiIO.SetMouseButton(0, Mouse.GetState().LeftButton == ButtonState.Pressed); | |
ImGuiIO.SetMouseButton(1, Mouse.GetState().RightButton == ButtonState.Pressed); | |
ImGuiIO.SetMouseButton(2, Mouse.GetState().MiddleButton == ButtonState.Pressed); | |
switch (ImGuiIO.MouseCursor) | |
{ | |
case ImGuiMouseCursor_.None: | |
break; | |
case ImGuiMouseCursor_.Arrow: | |
if (lastCursor != MouseCursor.Arrow) | |
Mouse.SetCursor(MouseCursor.Arrow); | |
lastCursor = MouseCursor.Arrow; | |
break; | |
case ImGuiMouseCursor_.ResizeAll: | |
Mouse.SetCursor(MouseCursor.SizeAll); | |
lastCursor = MouseCursor.SizeAll; | |
break; | |
case ImGuiMouseCursor_.ResizeEW: | |
Mouse.SetCursor(MouseCursor.SizeWE); | |
lastCursor = MouseCursor.SizeWE; | |
break; | |
case ImGuiMouseCursor_.ResizeNS: | |
Mouse.SetCursor(MouseCursor.SizeNS); | |
lastCursor = MouseCursor.SizeNS; | |
break; | |
case ImGuiMouseCursor_.ResizeNESW: | |
Mouse.SetCursor(MouseCursor.SizeNESW); | |
lastCursor = MouseCursor.SizeNESW; | |
break; | |
case ImGuiMouseCursor_.ResizeNWSE: | |
Mouse.SetCursor(MouseCursor.SizeNWSE); | |
lastCursor = MouseCursor.SizeNWSE; | |
break; | |
case ImGuiMouseCursor_.TextInput: | |
Mouse.SetCursor(MouseCursor.IBeam); | |
lastCursor = MouseCursor.IBeam; | |
break; | |
} | |
imguiContext_.NewFrame(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); | |
ImGuiDock.RootDock(new Vector2(Window.ClientBounds.Left, Window.ClientBounds.Top), new Vector2(Window.ClientBounds.Width, Window.ClientBounds.Height)); | |
if (ImGuiDock.BeginDock("Trial window #1")) | |
{ | |
ImGuiCli.Text("Drawing some text"); | |
ImGuiCli.Checkbox("Checkbox", ref someValue); | |
} | |
ImGuiDock.EndDock(); | |
if (ImGuiDock.BeginDock("Trial window #2")) { ImGuiCli.Text("Drawing some text"); ImGuiCli.Checkbox("Checkbox", ref someValue); } | |
ImGuiDock.EndDock(); | |
if (ImGuiDock.BeginDock("Trial window #3")) { ImGuiCli.Text("Drawing some text"); ImGuiCli.Checkbox("Checkbox", ref someValue); } | |
ImGuiDock.EndDock(); | |
if (ImGuiDock.BeginDock("Trial window #4")) { ImGuiCli.Text("Drawing some text"); ImGuiCli.Checkbox("Checkbox", ref someValue); } | |
ImGuiDock.EndDock(); | |
imguiContext_.RenderAndDraw(((SharpDX.Direct3D11.RenderTargetView)GraphicsDevice.BackBuffer).NativePointer); | |
GraphicsDevice.Textures[0] = null; | |
GraphicsDevice.SetRenderTarget(null); | |
// TODO: Add your drawing code here | |
Color[] Colors = new Color[] | |
{ | |
new Color(30, 200, 30, 255), | |
new Color(100, 200, 50, 255), | |
new Color(80, 200, 30, 255), | |
new Color(30, 200, 30, 255), | |
new Color(80, 200, 80, 255), | |
}; | |
base.Draw(gameTime); | |
} | |
} | |
} |
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