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using Microsoft.Xna.Framework; |
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using Microsoft.Xna.Framework.Graphics; |
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using Microsoft.Xna.Framework.Input; |
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using System; |
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using System.Collections.Generic; |
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using System.Runtime.InteropServices; |
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namespace ImGuiNET.SampleProgram.XNA |
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{ |
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/// <summary> |
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/// ImGui renderer for use with XNA-likes (FNA & MonoGame) |
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/// </summary> |
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public class ImGuiRenderer |
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{ |
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private Game _game; |
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// Graphics |
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private GraphicsDevice _graphicsDevice; |
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private BasicEffect _effect; |
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private RasterizerState _rasterizerState; |
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private byte[] _vertexData; |
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private VertexBuffer _vertexBuffer; |
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private int _vertexBufferSize; |
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private byte[] _indexData; |
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private IndexBuffer _indexBuffer; |
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private int _indexBufferSize; |
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// Textures |
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private Dictionary<IntPtr, Texture2D> _loadedTextures; |
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private int _textureId; |
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private IntPtr? _fontTextureId; |
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// Input |
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private int _scrollWheelValue; |
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private List<int> _keys = new List<int>(); |
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public ImGuiRenderer(Game game) |
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{ |
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_game = game ?? throw new ArgumentNullException(nameof(game)); |
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_graphicsDevice = game.GraphicsDevice; |
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_loadedTextures = new Dictionary<IntPtr, Texture2D>(); |
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_rasterizerState = new RasterizerState() |
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{ |
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CullMode = CullMode.None, |
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DepthBias = 0, |
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FillMode = FillMode.Solid, |
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MultiSampleAntiAlias = false, |
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ScissorTestEnable = true, |
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SlopeScaleDepthBias = 0 |
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}; |
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SetupInput(); |
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} |
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#region ImGuiRenderer |
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/// <summary> |
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/// Creates a texture and loads the font data from ImGui. Should be called when the <see cref="GraphicsDevice" /> is initialized but before any rendering is done |
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/// </summary> |
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public virtual void RebuildFontAtlas() |
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{ |
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// Get font texture from ImGui |
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var io = ImGui.GetIO(); |
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var texData = io.FontAtlas.GetTexDataAsRGBA32(); |
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// Copy the data to a managed array |
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var pixels = new byte[texData.Width * texData.Height * texData.BytesPerPixel]; |
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unsafe { Marshal.Copy(new IntPtr(texData.Pixels), pixels, 0, pixels.Length); } |
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// Create and register the texture as an XNA texture |
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var tex2d = new Texture2D(_graphicsDevice, texData.Width, texData.Height, false, SurfaceFormat.Color); |
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tex2d.SetData(pixels); |
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// Should a texture already have been build previously, unbind it first so it can be deallocated |
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if (_fontTextureId.HasValue) UnbindTexture(_fontTextureId.Value); |
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// Bind the new texture to an ImGui-friendly id |
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_fontTextureId = BindTexture(tex2d); |
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// Let ImGui know where to find the texture |
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io.FontAtlas.SetTexID(_fontTextureId.Value); |
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io.FontAtlas.ClearTexData(); // Clears CPU side texture data |
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} |
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/// <summary> |
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/// Creates a pointer to a texture, which can be passed through ImGui calls such as <see cref="ImGui.Image" />. That pointer is then used by ImGui to let us know what texture to draw |
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/// </summary> |
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public virtual IntPtr BindTexture(Texture2D texture) |
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{ |
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var id = new IntPtr(_textureId++); |
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_loadedTextures.Add(id, texture); |
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return id; |
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} |
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/// <summary> |
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/// Removes a previously created texture pointer, releasing its reference and allowing it to be deallocated |
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/// </summary> |
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public virtual void UnbindTexture(IntPtr textureId) |
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{ |
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_loadedTextures.Remove(textureId); |
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} |
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/// <summary> |
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/// Sets up ImGui for a new frame, should be called at frame start |
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/// </summary> |
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public virtual void BeforeLayout(GameTime gameTime) |
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{ |
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ImGui.GetIO().DeltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds; |
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UpdateInput(); |
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ImGui.NewFrame(); |
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} |
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/// <summary> |
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/// Asks ImGui for the generated geometry data and sends it to the graphics pipeline, should be called after the UI is drawn using ImGui.** calls |
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/// </summary> |
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public virtual void AfterLayout() |
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{ |
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ImGui.Render(); |
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unsafe { RenderDrawData(ImGui.GetDrawData()); } |
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} |
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#endregion ImGuiRenderer |
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#region Setup & Update |
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/// <summary> |
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/// Maps ImGui keys to XNA keys. We use this later on to tell ImGui what keys were pressed |
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/// </summary> |
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protected virtual void SetupInput() |
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{ |
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var io = ImGui.GetIO(); |
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_keys.Add(io.KeyMap[GuiKey.Tab] = (int)Keys.Tab); |
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_keys.Add(io.KeyMap[GuiKey.LeftArrow] = (int)Keys.Left); |
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_keys.Add(io.KeyMap[GuiKey.RightArrow] = (int)Keys.Right); |
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_keys.Add(io.KeyMap[GuiKey.UpArrow] = (int)Keys.Up); |
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_keys.Add(io.KeyMap[GuiKey.DownArrow] = (int)Keys.Down); |
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_keys.Add(io.KeyMap[GuiKey.PageUp] = (int)Keys.PageUp); |
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_keys.Add(io.KeyMap[GuiKey.PageDown] = (int)Keys.PageDown); |
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_keys.Add(io.KeyMap[GuiKey.Home] = (int)Keys.Home); |
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_keys.Add(io.KeyMap[GuiKey.End] = (int)Keys.End); |
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_keys.Add(io.KeyMap[GuiKey.Delete] = (int)Keys.Delete); |
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_keys.Add(io.KeyMap[GuiKey.Backspace] = (int)Keys.Back); |
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_keys.Add(io.KeyMap[GuiKey.Enter] = (int)Keys.Enter); |
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_keys.Add(io.KeyMap[GuiKey.Escape] = (int)Keys.Escape); |
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_keys.Add(io.KeyMap[GuiKey.A] = (int)Keys.A); |
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_keys.Add(io.KeyMap[GuiKey.C] = (int)Keys.C); |
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_keys.Add(io.KeyMap[GuiKey.V] = (int)Keys.V); |
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_keys.Add(io.KeyMap[GuiKey.X] = (int)Keys.X); |
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_keys.Add(io.KeyMap[GuiKey.Y] = (int)Keys.Y); |
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_keys.Add(io.KeyMap[GuiKey.Z] = (int)Keys.Z); |
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// MonoGame-specific ////////////////////// |
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_game.Window.TextInput += (s, a) => |
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{ |
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if (a.Character == '\t') return; |
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ImGui.AddInputCharacter(a.Character); |
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}; |
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/////////////////////////////////////////// |
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// FNA-specific /////////////////////////// |
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//TextInputEXT.TextInput += c => |
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//{ |
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// if (c == '\t') return; |
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// ImGui.AddInputCharacter(c); |
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//}; |
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/////////////////////////////////////////// |
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ImGui.GetIO().FontAtlas.AddDefaultFont(); |
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} |
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/// <summary> |
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/// Updates the <see cref="Effect" /> to the current matrices and texture |
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/// </summary> |
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protected virtual Effect UpdateEffect(Texture2D texture) |
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{ |
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_effect = _effect ?? new BasicEffect(_graphicsDevice); |
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var io = ImGui.GetIO(); |
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// MonoGame-specific ////////////////////// |
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var offset = .5f; |
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/////////////////////////////////////////// |
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// FNA-specific /////////////////////////// |
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//var offset = 0f; |
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/////////////////////////////////////////// |
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_effect.World = Matrix.Identity; |
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_effect.View = Matrix.Identity; |
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_effect.Projection = Matrix.CreateOrthographicOffCenter(offset, io.DisplaySize.X + offset, io.DisplaySize.Y + offset, offset, -1f, 1f); |
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_effect.TextureEnabled = true; |
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_effect.Texture = texture; |
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_effect.VertexColorEnabled = true; |
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return _effect; |
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} |
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/// <summary> |
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/// Sends XNA input state to ImGui |
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/// </summary> |
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protected virtual void UpdateInput() |
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{ |
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var io = ImGui.GetIO(); |
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var mouse = Mouse.GetState(); |
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var keyboard = Keyboard.GetState(); |
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for (int i = 0; i < _keys.Count; i++) |
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{ |
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io.KeysDown[_keys[i]] = keyboard.IsKeyDown((Keys)_keys[i]); |
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} |
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io.ShiftPressed = keyboard.IsKeyDown(Keys.LeftShift) || keyboard.IsKeyDown(Keys.RightShift); |
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io.CtrlPressed = keyboard.IsKeyDown(Keys.LeftControl) || keyboard.IsKeyDown(Keys.RightControl); |
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io.AltPressed = keyboard.IsKeyDown(Keys.LeftAlt) || keyboard.IsKeyDown(Keys.RightAlt); |
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io.SuperPressed = keyboard.IsKeyDown(Keys.LeftWindows) || keyboard.IsKeyDown(Keys.RightWindows); |
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io.DisplaySize = new System.Numerics.Vector2(_graphicsDevice.PresentationParameters.BackBufferWidth, _graphicsDevice.PresentationParameters.BackBufferHeight); |
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io.DisplayFramebufferScale = new System.Numerics.Vector2(1f, 1f); |
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io.MousePosition = new System.Numerics.Vector2(mouse.X, mouse.Y); |
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io.MouseDown[0] = mouse.LeftButton == ButtonState.Pressed; |
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io.MouseDown[1] = mouse.RightButton == ButtonState.Pressed; |
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io.MouseDown[2] = mouse.MiddleButton == ButtonState.Pressed; |
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var scrollDelta = mouse.ScrollWheelValue - _scrollWheelValue; |
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io.MouseWheel = scrollDelta > 0 ? 1 : scrollDelta < 0 ? -1 : 0; |
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_scrollWheelValue = mouse.ScrollWheelValue; |
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} |
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#endregion Setup & Update |
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#region Internals |
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/// <summary> |
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/// Gets the geometry as set up by ImGui and sends it to the graphics device |
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/// </summary> |
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private unsafe void RenderDrawData(DrawData* drawData) |
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{ |
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers |
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var lastViewport = _graphicsDevice.Viewport; |
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var lastScissorBox = _graphicsDevice.ScissorRectangle; |
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_graphicsDevice.BlendFactor = Color.White; |
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_graphicsDevice.BlendState = BlendState.NonPremultiplied; |
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_graphicsDevice.RasterizerState = _rasterizerState; |
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_graphicsDevice.DepthStencilState = DepthStencilState.DepthRead; |
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// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) |
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ImGui.ScaleClipRects(drawData, ImGui.GetIO().DisplayFramebufferScale); |
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// Setup projection |
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_graphicsDevice.Viewport = new Viewport(0, 0, _graphicsDevice.PresentationParameters.BackBufferWidth, _graphicsDevice.PresentationParameters.BackBufferHeight); |
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UpdateBuffers(drawData); |
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RenderCommandLists(drawData); |
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// Restore modified state |
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_graphicsDevice.Viewport = lastViewport; |
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_graphicsDevice.ScissorRectangle = lastScissorBox; |
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} |
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private unsafe void UpdateBuffers(DrawData* drawData) |
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{ |
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// Expand buffers if we need more room |
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if (drawData->TotalVtxCount > _vertexBufferSize) |
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{ |
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_vertexBuffer?.Dispose(); |
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_vertexBufferSize = (int)(drawData->TotalVtxCount * 1.5f); |
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_vertexBuffer = new VertexBuffer(_graphicsDevice, DrawVertDeclaration.Declaration, _vertexBufferSize, BufferUsage.None); |
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_vertexData = new byte[_vertexBufferSize * DrawVertDeclaration.Size]; |
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} |
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if (drawData->TotalIdxCount > _indexBufferSize) |
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{ |
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_indexBuffer?.Dispose(); |
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_indexBufferSize = (int)(drawData->TotalIdxCount * 1.5f); |
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_indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, _indexBufferSize, BufferUsage.None); |
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_indexData = new byte[_indexBufferSize * sizeof(ushort)]; |
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} |
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// Copy ImGui's vertices and indices to a set of managed byte arrays |
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int vtxOffset = 0; |
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int idxOffset = 0; |
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for (int n = 0; n < drawData->CmdListsCount; n++) |
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{ |
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var cmdList = drawData->CmdLists[n]; |
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fixed (void* vtxDstPtr = &_vertexData[vtxOffset * DrawVertDeclaration.Size]) |
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fixed (void* idxDstPtr = &_indexData[idxOffset * sizeof(ushort)]) |
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{ |
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Buffer.MemoryCopy(cmdList->VtxBuffer.Data, vtxDstPtr, _vertexData.Length, cmdList->VtxBuffer.Size * DrawVertDeclaration.Size); |
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Buffer.MemoryCopy(cmdList->IdxBuffer.Data, idxDstPtr, _indexData.Length, cmdList->IdxBuffer.Size * sizeof(ushort)); |
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} |
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vtxOffset += cmdList->VtxBuffer.Size; |
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idxOffset += cmdList->IdxBuffer.Size; |
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} |
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// Copy the managed byte arrays to the gpu vertex- and index buffers |
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_vertexBuffer.SetData(_vertexData, 0, drawData->TotalVtxCount * DrawVertDeclaration.Size); |
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_indexBuffer.SetData(_indexData, 0, drawData->TotalIdxCount * sizeof(ushort)); |
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} |
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private unsafe void RenderCommandLists(DrawData* drawData) |
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{ |
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_graphicsDevice.SetVertexBuffer(_vertexBuffer); |
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_graphicsDevice.Indices = _indexBuffer; |
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int vtxOffset = 0; |
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int idxOffset = 0; |
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for (int n = 0; n < drawData->CmdListsCount; n++) |
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{ |
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var cmdList = drawData->CmdLists[n]; |
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for (int cmdi = 0; cmdi < cmdList->CmdBuffer.Size; cmdi++) |
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{ |
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var drawCmd = &(((DrawCmd*)cmdList->CmdBuffer.Data)[cmdi]); |
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if (!_loadedTextures.ContainsKey(drawCmd->TextureId)) throw new InvalidOperationException($"Could not find a texture with id '{drawCmd->TextureId}', please check your bindings"); |
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_graphicsDevice.ScissorRectangle = new Rectangle( |
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(int)drawCmd->ClipRect.X, |
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(int)drawCmd->ClipRect.Y, |
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(int)(drawCmd->ClipRect.Z - drawCmd->ClipRect.X), |
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(int)(drawCmd->ClipRect.W - drawCmd->ClipRect.Y) |
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); |
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var effect = UpdateEffect(_loadedTextures[drawCmd->TextureId]); |
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foreach (var pass in effect.CurrentTechnique.Passes) |
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{ |
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pass.Apply(); |
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#pragma warning disable CS0618 // // FNA does not expose an alternative method. |
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_graphicsDevice.DrawIndexedPrimitives( |
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primitiveType: PrimitiveType.TriangleList, |
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baseVertex: vtxOffset, |
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minVertexIndex: 0, |
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numVertices: cmdList->VtxBuffer.Size, |
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startIndex: idxOffset, |
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primitiveCount: (int)drawCmd->ElemCount / 3 |
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); |
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#pragma warning restore CS0618 |
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} |
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idxOffset += (int)drawCmd->ElemCount; |
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} |
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vtxOffset += cmdList->VtxBuffer.Size; |
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} |
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} |
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#endregion Internals |
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} |
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} |