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Examples: added SDL3+DirectX11 example. (#8956, #8957)

Tomas Jakobsson 2 weeks ago
parent
commit
a00e517a81

+ 8 - 0
examples/example_sdl3_directx11/build_win32.bat

@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl3_directx11
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

+ 187 - 0
examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj

@@ -0,0 +1,187 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{009DAC16-1A9C-47BE-9770-A30A046E8090}</ProjectGuid>
+    <RootNamespace>example_sdl3_directx11</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+    <ProjectName>example_sdl3_directx11</ProjectName>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>
+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_dx11.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_dx11.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>

+ 63 - 0
examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj.filters

@@ -0,0 +1,63 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\backends\imgui_impl_dx11.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_dx11.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
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+    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>

+ 253 - 0
examples/example_sdl3_directx11/main.cpp

@@ -0,0 +1,253 @@
+// Dear ImGui: standalone example application for SDL3 + DirectX 11
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_dx11.h"
+#include <d3d11.h>
+#include <stdio.h>
+#include <SDL3/SDL.h>
+
+// Data
+static ID3D11Device*            g_pd3dDevice = nullptr;
+static ID3D11DeviceContext*     g_pd3dDeviceContext = nullptr;
+static IDXGISwapChain*          g_pSwapChain = nullptr;
+static ID3D11RenderTargetView*  g_mainRenderTargetView = nullptr;
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void CreateRenderTarget();
+void CleanupRenderTarget();
+
+// Main code
+int main(int, char**)
+{
+    // Setup SDL
+    // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
+    if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
+    {
+        printf("Error: SDL_Init(): %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // Setup window
+    float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
+    SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
+    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+DirectX11 example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
+    if (window == nullptr)
+    {
+        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+        return -1;
+    }
+
+    SDL_PropertiesID props = SDL_GetWindowProperties(window);
+    HWND hwnd = (HWND)SDL_GetPointerProperty(props, SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
+
+    // Initialize Direct3D
+    if (!CreateDeviceD3D(hwnd))
+    {
+        CleanupDeviceD3D();
+        return 1;
+    }
+
+    SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+    SDL_ShowWindow(window);
+
+    // 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
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup scaling
+    ImGuiStyle& style = ImGui::GetStyle();
+    style.ScaleAllSizes(main_scale);        // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+    style.FontScaleDpi = main_scale;        // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplSDL3_InitForD3D(window);
+    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).
+    // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //style.FontSizeBase = 20.0f;
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+    //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 events (inputs, window resize, etc.)
+        // 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.
+        // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
+        SDL_Event event;
+        while (SDL_PollEvent(&event))
+        {
+            ImGui_ImplSDL3_ProcessEvent(&event);
+            if (event.type == SDL_EVENT_QUIT)
+                done = true;
+            if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+                done = true;
+            if (event.type == SDL_EVENT_WINDOW_RESIZED && event.window.windowID == SDL_GetWindowID(window))
+            {
+                // Release all outstanding references to the swap chain's buffers before resizing.
+                CleanupRenderTarget();
+                g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
+                CreateRenderTarget();
+            }
+        }
+
+        // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
+        if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+        {
+            SDL_Delay(10);
+            continue;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplDX11_NewFrame();
+        ImGui_ImplSDL3_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());
+
+        g_pSwapChain->Present(1, 0); // Present with vsync
+        //g_pSwapChain->Present(0, 0); // Present without vsync
+    }
+
+    // Cleanup
+    ImGui_ImplDX11_Shutdown();
+    ImGui_ImplSDL3_Shutdown();
+    ImGui::DestroyContext();
+
+    CleanupDeviceD3D();
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}
+
+// Helper functions to use DirectX11
+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, };
+    if (D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != 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; }
+}

+ 10 - 0
examples/imgui_examples.sln

@@ -39,6 +39,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_vulkan", "exa
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlgpu3", "example_sdl3_sdlgpu3\example_sdl3_sdlgpu3.vcxproj", "{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}"
 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_directx11", "example_sdl3_directx11\example_sdl3_directx11.vcxproj", "{009DAC16-1A9C-47BE-9770-A30A046E8090}"
+EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Win32 = Debug|Win32
@@ -191,6 +193,14 @@ Global
 		{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|Win32.Build.0 = Release|Win32
 		{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|x64.ActiveCfg = Release|x64
 		{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|x64.Build.0 = Release|x64
+		{009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|Win32.ActiveCfg = Debug|Win32
+		{009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|Win32.Build.0 = Debug|Win32
+		{009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|x64.ActiveCfg = Debug|x64
+		{009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|x64.Build.0 = Debug|x64
+		{009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|Win32.ActiveCfg = Release|Win32
+		{009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|Win32.Build.0 = Release|Win32
+		{009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|x64.ActiveCfg = Release|x64
+		{009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|x64.Build.0 = Release|x64
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE