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ImGuiBackendArmaControl.cpp
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ImGuiBackendArmaControl.cpp
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#include "ImGuiBackendArmaControl.hpp"
#include <Windows.h>
struct ImGui_ImplArma_Data
{
INT64 Time;
INT64 TicksPerSecond;
//std::chrono::system_clock::time_point LastRender;
ImGui_ImplArma_Data() { memset((void*)this, 0, sizeof(*this)); }
};
static ImGui_ImplArma_Data* ImGui_ImplArma_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplArma_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
bool ImGui_ImplArma_Init()
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// This is based on the Win32 backend
// Instead using PerformanceCounter, std::chrono::system_clock can also be used for timing
INT64 perf_frequency, perf_counter;
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
return false;
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
return false;
// bd->LastRender = std::chrono::system_clock::now();
ImGui_ImplArma_Data* bd = IM_NEW(ImGui_ImplArma_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_arma";
// I have not implemented viewports here. But technically it is possible
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
bd->TicksPerSecond = perf_frequency;
bd->Time = perf_counter;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
//ImGui_ImplWin32_InitPlatformInterface(platform_has_own_dc);
// For multiple-viewports support, you would need to implement all of these, likely with RVExtensionCallback, to trigger script to create additional controls via ctrlCreate
//ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
//platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
//platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
//platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
//platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
//platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
//platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
//platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
//platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
//platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
//platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
//platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
//platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
//platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
//platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
//platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
}
}
void ImGui_ImplArma_Shutdown()
{
auto* bd = ImGui_ImplArma_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui::DestroyPlatformWindows(); // multi viewport support, we don't have it but that just means this does nothing
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
//io.BackendFlags &= ~(ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
IM_DELETE(bd);
}
void ImGui_ImplArma_NewFrame()
{
auto* bd = ImGui_ImplArma_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
ImGuiIO& io = ImGui::GetIO();
// We update DisplaySize in ImguiExtensionControl::OnSizeChanged
// Alternatively, we could update the size here like this
//{
// auto deviceDataPtr = reinterpret_cast<const RVExtensionRenderInfo* const *>(FindRVFunction("RVExtensionGData"));
// if (!deviceDataPtr)
// return;
//
// ID3D11RenderTargetView* x;
// (*deviceDataPtr)->d3dDeviceContext->OMGetRenderTargets(1, &x, nullptr);
//
// ID3D11Texture2D *pTextureInterface = 0;
// ID3D11Resource *res;
// x->GetResource(&res);
// res->QueryInterface<ID3D11Texture2D>(&pTextureInterface);
// D3D11_TEXTURE2D_DESC desc;
// pTextureInterface->GetDesc(&desc);
//
// io.DisplaySize = ImVec2(desc.Width, desc.Height);
//}
// Setup time step
INT64 current_time = 0;
::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
bd->Time = current_time;
//io.DeltaTime = static_cast<std::chrono::duration<float>>(std::chrono::system_clock::now() - _lastRender).count();
//bd->LastRender = std::chrono::system_clock::now();
}