main.cpp 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279
  1. // Dear ImGui: standalone example application for SDL2 + DirectX 11
  2. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
  3. // Learn about Dear ImGui:
  4. // - FAQ https://dearimgui.com/faq
  5. // - Getting Started https://dearimgui.com/getting-started
  6. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  7. // - Introduction, links and more at the top of imgui.cpp
  8. #include "imgui.h"
  9. #include "imgui_impl_sdl2.h"
  10. #include "imgui_impl_dx11.h"
  11. #include <d3d11.h>
  12. #include <stdio.h>
  13. #include <SDL.h>
  14. #include <SDL_syswm.h>
  15. // Data
  16. static ID3D11Device* g_pd3dDevice = nullptr;
  17. static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
  18. static IDXGISwapChain* g_pSwapChain = nullptr;
  19. static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
  20. // Forward declarations of helper functions
  21. bool CreateDeviceD3D(HWND hWnd);
  22. void CleanupDeviceD3D();
  23. void CreateRenderTarget();
  24. void CleanupRenderTarget();
  25. // Main code
  26. int main(int, char**)
  27. {
  28. // Setup SDL
  29. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  30. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
  31. #ifdef _WIN32
  32. ::SetProcessDPIAware();
  33. #endif
  34. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  35. {
  36. printf("Error: %s\n", SDL_GetError());
  37. return -1;
  38. }
  39. // From 2.0.18: Enable native IME.
  40. #ifdef SDL_HINT_IME_SHOW_UI
  41. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  42. #endif
  43. // Setup window
  44. float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
  45. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  46. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
  47. if (window == nullptr)
  48. {
  49. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  50. return -1;
  51. }
  52. SDL_SysWMinfo wmInfo;
  53. SDL_VERSION(&wmInfo.version);
  54. SDL_GetWindowWMInfo(window, &wmInfo);
  55. HWND hwnd = (HWND)wmInfo.info.win.window;
  56. // Initialize Direct3D
  57. if (!CreateDeviceD3D(hwnd))
  58. {
  59. CleanupDeviceD3D();
  60. return 1;
  61. }
  62. // Setup Dear ImGui context
  63. IMGUI_CHECKVERSION();
  64. ImGui::CreateContext();
  65. ImGuiIO& io = ImGui::GetIO(); (void)io;
  66. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  67. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  68. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  69. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  70. //io.ConfigViewportsNoAutoMerge = true;
  71. //io.ConfigViewportsNoTaskBarIcon = true;
  72. // Setup Dear ImGui style
  73. ImGui::StyleColorsDark();
  74. //ImGui::StyleColorsLight();
  75. // Setup scaling
  76. ImGuiStyle& style = ImGui::GetStyle();
  77. 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)
  78. style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
  79. io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
  80. io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
  81. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  82. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  83. {
  84. style.WindowRounding = 0.0f;
  85. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  86. }
  87. // Setup Platform/Renderer backends
  88. ImGui_ImplSDL2_InitForD3D(window);
  89. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  90. // Load Fonts
  91. // - 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.
  92. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  93. // - 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).
  94. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  95. // - Read 'docs/FONTS.md' for more instructions and details.
  96. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  97. //style.FontSizeBase = 20.0f;
  98. //io.Fonts->AddFontDefault();
  99. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
  100. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
  101. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
  102. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
  103. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
  104. //IM_ASSERT(font != nullptr);
  105. // Our state
  106. bool show_demo_window = true;
  107. bool show_another_window = false;
  108. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  109. // Main loop
  110. bool done = false;
  111. while (!done)
  112. {
  113. // Poll and handle events (inputs, window resize, etc.)
  114. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  115. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  116. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  117. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  118. SDL_Event event;
  119. while (SDL_PollEvent(&event))
  120. {
  121. ImGui_ImplSDL2_ProcessEvent(&event);
  122. if (event.type == SDL_QUIT)
  123. done = true;
  124. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  125. done = true;
  126. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
  127. {
  128. // Release all outstanding references to the swap chain's buffers before resizing.
  129. CleanupRenderTarget();
  130. g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
  131. CreateRenderTarget();
  132. }
  133. }
  134. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  135. {
  136. SDL_Delay(10);
  137. continue;
  138. }
  139. // Start the Dear ImGui frame
  140. ImGui_ImplDX11_NewFrame();
  141. ImGui_ImplSDL2_NewFrame();
  142. ImGui::NewFrame();
  143. // 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!).
  144. if (show_demo_window)
  145. ImGui::ShowDemoWindow(&show_demo_window);
  146. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  147. {
  148. static float f = 0.0f;
  149. static int counter = 0;
  150. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  151. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  152. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  153. ImGui::Checkbox("Another Window", &show_another_window);
  154. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  155. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  156. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  157. counter++;
  158. ImGui::SameLine();
  159. ImGui::Text("counter = %d", counter);
  160. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  161. ImGui::End();
  162. }
  163. // 3. Show another simple window.
  164. if (show_another_window)
  165. {
  166. 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)
  167. ImGui::Text("Hello from another window!");
  168. if (ImGui::Button("Close Me"))
  169. show_another_window = false;
  170. ImGui::End();
  171. }
  172. // Rendering
  173. ImGui::Render();
  174. 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 };
  175. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
  176. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
  177. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  178. // Update and Render additional Platform Windows
  179. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  180. {
  181. ImGui::UpdatePlatformWindows();
  182. ImGui::RenderPlatformWindowsDefault();
  183. }
  184. g_pSwapChain->Present(1, 0); // Present with vsync
  185. //g_pSwapChain->Present(0, 0); // Present without vsync
  186. }
  187. // Cleanup
  188. ImGui_ImplDX11_Shutdown();
  189. ImGui_ImplSDL2_Shutdown();
  190. ImGui::DestroyContext();
  191. CleanupDeviceD3D();
  192. SDL_DestroyWindow(window);
  193. SDL_Quit();
  194. return 0;
  195. }
  196. // Helper functions to use DirectX11
  197. bool CreateDeviceD3D(HWND hWnd)
  198. {
  199. // Setup swap chain
  200. DXGI_SWAP_CHAIN_DESC sd;
  201. ZeroMemory(&sd, sizeof(sd));
  202. sd.BufferCount = 2;
  203. sd.BufferDesc.Width = 0;
  204. sd.BufferDesc.Height = 0;
  205. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  206. sd.BufferDesc.RefreshRate.Numerator = 60;
  207. sd.BufferDesc.RefreshRate.Denominator = 1;
  208. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  209. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  210. sd.OutputWindow = hWnd;
  211. sd.SampleDesc.Count = 1;
  212. sd.SampleDesc.Quality = 0;
  213. sd.Windowed = TRUE;
  214. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  215. UINT createDeviceFlags = 0;
  216. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  217. D3D_FEATURE_LEVEL featureLevel;
  218. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  219. if (D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  220. return false;
  221. CreateRenderTarget();
  222. return true;
  223. }
  224. void CleanupDeviceD3D()
  225. {
  226. CleanupRenderTarget();
  227. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
  228. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
  229. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
  230. }
  231. void CreateRenderTarget()
  232. {
  233. ID3D11Texture2D* pBackBuffer;
  234. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  235. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
  236. pBackBuffer->Release();
  237. }
  238. void CleanupRenderTarget()
  239. {
  240. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
  241. }