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4KモニターでImGuiを使用するとクリック範囲がずれる
名前:もち 日時: 2024/07/24 13:14

c++とDXライブラリでImGuiを使用しています。 4Kモニターを使用している関係でディスプレイのサイズを150%にしているのですが、 その影響でImGuiの表示はできても、マウスのホバーやクリックの判定が微妙に左上にずれてしまいます。 DirectXには詳しくないのですがおそらくDXライブラリで1280x720の画面で設定(SetGraphMode(1280, 720, 32))をしても ImGui側で1280x720 * 150%で1920x1080のスワップチェインが生成されてしまうのではないかと考えております。 ttps://dxlib.xsrv.jp/cgi/patiobbs/patio.cgi?mode=view&no=5409 ↑こちらの質問者様の回答も参考にSetChangeScreenModeGraphicsSystemResetFlagも試しましたがどうようにずれておりました。 ImGuiのサンプルプログラム(下記記載)の方を実行すると正常に動作します。 そこで以下プログラムにあるようなこの処理を試したいため、 使用中のIDXGISwapChain*を返す関数を用意して頂けないでしょうか? > CleanupRenderTarget(); > g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); > CreateRenderTarget(); またこれ以外に既に用意されている対策法などありましたら、ご教授頂けますと幸いです。 ↓以下ImGuiサンプルプログラム // Dear ImGui: standalone example application for DirectX 11 #include "imgui.h" #include "imgui_impl_win32.h" #include "imgui_impl_dx11.h" #include <d3d11.h> #include <tchar.h> // Data static ID3D11Device* g_pd3dDevice = nullptr; static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr; static IDXGISwapChain* g_pSwapChain = nullptr; static bool g_SwapChainOccluded = false; static UINT g_ResizeWidth = 0, g_ResizeHeight = 0; static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr; // Forward declarations of helper functions bool CreateDeviceD3D(HWND hWnd); void CleanupDeviceD3D(); void CreateRenderTarget(); void CleanupRenderTarget(); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Main code int main(int, char**) { // Create application window //ImGui_ImplWin32_EnableDpiAwareness(); WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; ::RegisterClassExW(&wc); HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); // Initialize Direct3D if (!CreateDeviceD3D(hwnd)) { CleanupDeviceD3D(); ::UnregisterClassW(wc.lpszClassName, wc.hInstance); return 1; } // Show the window ::ShowWindow(hwnd, SW_SHOWDEFAULT); ::UpdateWindow(hwnd); // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows //io.ConfigViewportsNoAutoMerge = true; //io.ConfigViewportsNoTaskBarIcon = true; //io.ConfigViewportsNoDefaultParent = true; //io.ConfigDockingAlwaysTabBar = true; //io.ConfigDockingTransparentPayload = true; //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; // FIXME-DPI: Experimental. THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP! //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI: Experimental. // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. ImGuiStyle& style = ImGui::GetStyle(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; style.Colors[ImGuiCol_WindowBg].w = 1.0f; } // Setup Platform/Renderer backends ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != nullptr); // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); // Main loop bool done = false; while (!done) { // Poll and handle messages (inputs, window resize, etc.) // See the WndProc() function below for our to dispatch events to the Win32 backend. MSG msg; while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) { ::TranslateMessage(&msg); ::DispatchMessage(&msg); if (msg.message == WM_QUIT) done = true; } if (done) break; // Handle window being minimized or screen locked if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) { ::Sleep(10); continue; } g_SwapChainOccluded = false; // Handle window resize (we don't resize directly in the WM_SIZE handler) if (g_ResizeWidth != 0 && g_ResizeHeight != 0) { CleanupRenderTarget(); g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0); g_ResizeWidth = g_ResizeHeight = 0; CreateRenderTarget(); } // Start the Dear ImGui frame ImGui_ImplDX11_NewFrame(); ImGui_ImplWin32_NewFrame(); ImGui::NewFrame(); // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). if (show_demo_window) ImGui::ShowDemoWindow(&show_demo_window); // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. { static float f = 0.0f; static int counter = 0; ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) counter++; ImGui::SameLine(); ImGui::Text("counter = %d", counter); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::End(); } // 3. Show another simple window. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) ImGui::Text("Hello from another window!"); if (ImGui::Button("Close Me")) show_another_window = false; ImGui::End(); } // Rendering ImGui::Render(); const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr); g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); // Update and Render additional Platform Windows if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); } // Present HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED); } // Cleanup ImGui_ImplDX11_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); CleanupDeviceD3D(); ::DestroyWindow(hwnd); ::UnregisterClassW(wc.lpszClassName, wc.hInstance); return 0; } // Helper functions bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 2; sd.BufferDesc.Width = 0; sd.BufferDesc.Height = 0; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; UINT createDeviceFlags = 0; //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; D3D_FEATURE_LEVEL featureLevel; const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available. res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); if (res != S_OK) return false; CreateRenderTarget(); return true; } void CleanupDeviceD3D() { CleanupRenderTarget(); if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; } if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; } if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } } void CreateRenderTarget() { ID3D11Texture2D* pBackBuffer; g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView); pBackBuffer->Release(); } void CleanupRenderTarget() { if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; } } #ifndef WM_DPICHANGED #define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers #endif // Forward declare message handler from imgui_impl_win32.cpp extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Win32 message handler // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) return true; switch (msg) { case WM_SIZE: if (wParam == SIZE_MINIMIZED) return 0; g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize g_ResizeHeight = (UINT)HIWORD(lParam); return 0; case WM_SYSCOMMAND: if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu return 0; break; case WM_DESTROY: ::PostQuitMessage(0); return 0; case WM_DPICHANGED: if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) { //const int dpi = HIWORD(wParam); //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f); const RECT* suggested_rect = (RECT*)lParam; ::SetWindowPos(hWnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE); } break; } return ::DefWindowProcW(hWnd, msg, wParam, lParam); }
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Re: 4KモニターでImGuiを使用するとクリック範囲がずれる ( No.1 )
名前:管理人 日時:2024/07/25 01:06

> DirectXには詳しくないのですがおそらくDXライブラリで1280x720の画面で設定(SetGraphMode(1280, 720, 32))をしても > ImGui側で1280x720 * 150%で1920x1080のスワップチェインが生成されてしまうのではないかと考えております。 DXライブラリはシステムの設定が 150% の場合で SetGraphMode(1280, 720, 32); を実行された場合は ゲームの描画を行うバッファとして 1280x720 が使用され、最終出力となる SwapChain のバッファは 1920x1080 の サイズとなるようになっています( そうしないとサイズを 200% など大きくすればするほど小さく表示されてしまうので ) ただ、ImGui の場合は ImGui の側でもサイズに応じた処理を行っているようなので処理が重なってしまって正常に 動作していないのかもしれません > またこれ以外に既に用意されている対策法などありましたら、ご教授頂けますと幸いです。 DxLib_Init の実行前に SetWindowSizeExtendRate( 1.0 ); という記述を増やすことでシステムのサイズ設定に関係なく サイズ100%の場合と同様の動作をするようにできます( DXライブラリが行う『サイズ設定に応じた処理』を無効化できます )ので よろしければお試しください m(_ _)m
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Re: 4KモニターでImGuiを使用するとクリック範囲がずれる ( No.2 )
名前:もち 日時:2024/07/25 09:31

ご返信ありがとうございます。 >DxLib_Init の実行前に SetWindowSizeExtendRate( 1.0 ); こちら試してみたところ、ディスプレイを150%にしても正常に動作するようになりました! お忙しい中ご返答頂きありがとうございました! 引き続きDXライブラリの方使用させて頂きます。m(_ _)m
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