main.cpp 9.7 KB

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  1. // dear imgui - standalone example application for DirectX 11
  2. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. #include "imgui.h"
  4. #include "imgui_impl_win32.h"
  5. #include "imgui_impl_dx11.h"
  6. #include <d3d11.h>
  7. #define DIRECTINPUT_VERSION 0x0800
  8. #include <dinput.h>
  9. #include <tchar.h>
  10. // Data
  11. static ID3D11Device* g_pd3dDevice = NULL;
  12. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  13. static IDXGISwapChain* g_pSwapChain = NULL;
  14. static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
  15. // Forward declarations of helper functions
  16. bool CreateDeviceD3D(HWND hWnd);
  17. void CleanupDeviceD3D();
  18. void CreateRenderTarget();
  19. void CleanupRenderTarget();
  20. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  21. // Main code
  22. int main(int, char**)
  23. {
  24. // Create application window
  25. //ImGui_ImplWin32_EnableDpiAwareness();
  26. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  27. ::RegisterClassEx(&wc);
  28. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  29. // Initialize Direct3D
  30. if (!CreateDeviceD3D(hwnd))
  31. {
  32. CleanupDeviceD3D();
  33. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  34. return 1;
  35. }
  36. // Show the window
  37. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  38. ::UpdateWindow(hwnd);
  39. // Setup Dear ImGui context
  40. IMGUI_CHECKVERSION();
  41. ImGui::CreateContext();
  42. ImGuiIO& io = ImGui::GetIO(); (void)io;
  43. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  44. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  45. // Setup Dear ImGui style
  46. ImGui::StyleColorsDark();
  47. //ImGui::StyleColorsClassic();
  48. // Setup Platform/Renderer backends
  49. ImGui_ImplWin32_Init(hwnd);
  50. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  51. // Load Fonts
  52. // - 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.
  53. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  54. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  55. // - 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.
  56. // - Read 'docs/FONTS.md' for more instructions and details.
  57. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  58. //io.Fonts->AddFontDefault();
  59. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  60. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  61. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  62. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  63. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  64. //IM_ASSERT(font != NULL);
  65. // Our state
  66. bool show_demo_window = true;
  67. bool show_another_window = false;
  68. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  69. // Main loop
  70. MSG msg;
  71. ZeroMemory(&msg, sizeof(msg));
  72. while (msg.message != WM_QUIT)
  73. {
  74. // Poll and handle messages (inputs, window resize, etc.)
  75. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  76. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  77. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  78. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  79. if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  80. {
  81. ::TranslateMessage(&msg);
  82. ::DispatchMessage(&msg);
  83. continue;
  84. }
  85. // Start the Dear ImGui frame
  86. ImGui_ImplDX11_NewFrame();
  87. ImGui_ImplWin32_NewFrame();
  88. ImGui::NewFrame();
  89. // 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!).
  90. if (show_demo_window)
  91. ImGui::ShowDemoWindow(&show_demo_window);
  92. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  93. {
  94. static float f = 0.0f;
  95. static int counter = 0;
  96. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  97. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  98. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  99. ImGui::Checkbox("Another Window", &show_another_window);
  100. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  101. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  102. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  103. counter++;
  104. ImGui::SameLine();
  105. ImGui::Text("counter = %d", counter);
  106. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  107. ImGui::End();
  108. }
  109. // 3. Show another simple window.
  110. if (show_another_window)
  111. {
  112. 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)
  113. ImGui::Text("Hello from another window!");
  114. if (ImGui::Button("Close Me"))
  115. show_another_window = false;
  116. ImGui::End();
  117. }
  118. // Rendering
  119. ImGui::Render();
  120. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  121. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
  122. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  123. g_pSwapChain->Present(1, 0); // Present with vsync
  124. //g_pSwapChain->Present(0, 0); // Present without vsync
  125. }
  126. // Cleanup
  127. ImGui_ImplDX11_Shutdown();
  128. ImGui_ImplWin32_Shutdown();
  129. ImGui::DestroyContext();
  130. CleanupDeviceD3D();
  131. ::DestroyWindow(hwnd);
  132. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  133. return 0;
  134. }
  135. // Helper functions
  136. bool CreateDeviceD3D(HWND hWnd)
  137. {
  138. // Setup swap chain
  139. DXGI_SWAP_CHAIN_DESC sd;
  140. ZeroMemory(&sd, sizeof(sd));
  141. sd.BufferCount = 2;
  142. sd.BufferDesc.Width = 0;
  143. sd.BufferDesc.Height = 0;
  144. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  145. sd.BufferDesc.RefreshRate.Numerator = 60;
  146. sd.BufferDesc.RefreshRate.Denominator = 1;
  147. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  148. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  149. sd.OutputWindow = hWnd;
  150. sd.SampleDesc.Count = 1;
  151. sd.SampleDesc.Quality = 0;
  152. sd.Windowed = TRUE;
  153. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  154. UINT createDeviceFlags = 0;
  155. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  156. D3D_FEATURE_LEVEL featureLevel;
  157. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  158. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  159. return false;
  160. CreateRenderTarget();
  161. return true;
  162. }
  163. void CleanupDeviceD3D()
  164. {
  165. CleanupRenderTarget();
  166. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  167. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  168. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  169. }
  170. void CreateRenderTarget()
  171. {
  172. ID3D11Texture2D* pBackBuffer;
  173. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  174. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  175. pBackBuffer->Release();
  176. }
  177. void CleanupRenderTarget()
  178. {
  179. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  180. }
  181. // Forward declare message handler from imgui_impl_win32.cpp
  182. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  183. // Win32 message handler
  184. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  185. {
  186. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  187. return true;
  188. switch (msg)
  189. {
  190. case WM_SIZE:
  191. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  192. {
  193. CleanupRenderTarget();
  194. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  195. CreateRenderTarget();
  196. }
  197. return 0;
  198. case WM_SYSCOMMAND:
  199. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  200. return 0;
  201. break;
  202. case WM_DESTROY:
  203. ::PostQuitMessage(0);
  204. return 0;
  205. }
  206. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  207. }