main.cpp 9.8 KB

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  1. // Dear ImGui: standalone example application for DirectX 10
  2. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  3. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  4. #include "imgui.h"
  5. #include "imgui_impl_win32.h"
  6. #include "imgui_impl_dx10.h"
  7. #include <d3d10_1.h>
  8. #include <d3d10.h>
  9. #include <tchar.h>
  10. // Data
  11. static ID3D10Device* g_pd3dDevice = NULL;
  12. static IDXGISwapChain* g_pSwapChain = NULL;
  13. static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
  14. // Forward declarations of helper functions
  15. bool CreateDeviceD3D(HWND hWnd);
  16. void CleanupDeviceD3D();
  17. void CreateRenderTarget();
  18. void CleanupRenderTarget();
  19. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  20. // Main code
  21. int main(int, char**)
  22. {
  23. // Create application window
  24. //ImGui_ImplWin32_EnableDpiAwareness();
  25. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  26. ::RegisterClassEx(&wc);
  27. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  28. // Initialize Direct3D
  29. if (!CreateDeviceD3D(hwnd))
  30. {
  31. CleanupDeviceD3D();
  32. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  33. return 1;
  34. }
  35. // Show the window
  36. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  37. ::UpdateWindow(hwnd);
  38. // Setup Dear ImGui context
  39. IMGUI_CHECKVERSION();
  40. ImGui::CreateContext();
  41. ImGuiIO& io = ImGui::GetIO(); (void)io;
  42. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  43. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  44. // Setup Dear ImGui style
  45. ImGui::StyleColorsDark();
  46. //ImGui::StyleColorsClassic();
  47. // Setup Platform/Renderer backends
  48. ImGui_ImplWin32_Init(hwnd);
  49. ImGui_ImplDX10_Init(g_pd3dDevice);
  50. // Load Fonts
  51. // - 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.
  52. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  53. // - 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).
  54. // - 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.
  55. // - Read 'docs/FONTS.md' for more instructions and details.
  56. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  57. //io.Fonts->AddFontDefault();
  58. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  59. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  60. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  61. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  62. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  63. //IM_ASSERT(font != NULL);
  64. // Our state
  65. bool show_demo_window = true;
  66. bool show_another_window = false;
  67. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  68. // Main loop
  69. bool done = false;
  70. while (!done)
  71. {
  72. // Poll and handle messages (inputs, window resize, etc.)
  73. // See the WndProc() function below for our to dispatch events to the Win32 backend.
  74. MSG msg;
  75. while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  76. {
  77. ::TranslateMessage(&msg);
  78. ::DispatchMessage(&msg);
  79. if (msg.message == WM_QUIT)
  80. done = true;
  81. }
  82. if (done)
  83. break;
  84. // Start the Dear ImGui frame
  85. ImGui_ImplDX10_NewFrame();
  86. ImGui_ImplWin32_NewFrame();
  87. ImGui::NewFrame();
  88. // 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!).
  89. if (show_demo_window)
  90. ImGui::ShowDemoWindow(&show_demo_window);
  91. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  92. {
  93. static float f = 0.0f;
  94. static int counter = 0;
  95. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  96. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  97. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  98. ImGui::Checkbox("Another Window", &show_another_window);
  99. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  100. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  101. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  102. counter++;
  103. ImGui::SameLine();
  104. ImGui::Text("counter = %d", counter);
  105. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  106. ImGui::End();
  107. }
  108. // 3. Show another simple window.
  109. if (show_another_window)
  110. {
  111. 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)
  112. ImGui::Text("Hello from another window!");
  113. if (ImGui::Button("Close Me"))
  114. show_another_window = false;
  115. ImGui::End();
  116. }
  117. // Rendering
  118. ImGui::Render();
  119. 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 };
  120. g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  121. g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
  122. ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
  123. g_pSwapChain->Present(1, 0); // Present with vsync
  124. //g_pSwapChain->Present(0, 0); // Present without vsync
  125. }
  126. ImGui_ImplDX10_Shutdown();
  127. ImGui_ImplWin32_Shutdown();
  128. ImGui::DestroyContext();
  129. CleanupDeviceD3D();
  130. ::DestroyWindow(hwnd);
  131. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  132. return 0;
  133. }
  134. // Helper functions
  135. bool CreateDeviceD3D(HWND hWnd)
  136. {
  137. // Setup swap chain
  138. DXGI_SWAP_CHAIN_DESC sd;
  139. ZeroMemory(&sd, sizeof(sd));
  140. sd.BufferCount = 2;
  141. sd.BufferDesc.Width = 0;
  142. sd.BufferDesc.Height = 0;
  143. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  144. sd.BufferDesc.RefreshRate.Numerator = 60;
  145. sd.BufferDesc.RefreshRate.Denominator = 1;
  146. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  147. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  148. sd.OutputWindow = hWnd;
  149. sd.SampleDesc.Count = 1;
  150. sd.SampleDesc.Quality = 0;
  151. sd.Windowed = TRUE;
  152. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  153. UINT createDeviceFlags = 0;
  154. //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
  155. if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
  156. return false;
  157. CreateRenderTarget();
  158. return true;
  159. }
  160. void CleanupDeviceD3D()
  161. {
  162. CleanupRenderTarget();
  163. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  164. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  165. }
  166. void CreateRenderTarget()
  167. {
  168. ID3D10Texture2D* pBackBuffer;
  169. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  170. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  171. pBackBuffer->Release();
  172. }
  173. void CleanupRenderTarget()
  174. {
  175. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  176. }
  177. // Forward declare message handler from imgui_impl_win32.cpp
  178. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  179. // Win32 message handler
  180. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  181. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  182. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  183. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  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. }