main.cpp 14 KB

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  1. // ImGui - standalone example application for DirectX 9
  2. #include <windows.h>
  3. #include "../../imgui.h"
  4. // DirectX 9
  5. #include <d3dx9.h>
  6. #define DIRECTINPUT_VERSION 0x0800
  7. #include <dinput.h>
  8. #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
  9. static HWND hWnd;
  10. static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
  11. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
  12. static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
  13. struct CUSTOMVERTEX
  14. {
  15. D3DXVECTOR3 pos;
  16. D3DCOLOR col;
  17. D3DXVECTOR2 uv;
  18. };
  19. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  20. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  21. // If text or lines are blurry when integrating ImGui in your engine:
  22. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  23. // - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
  24. static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  25. {
  26. size_t total_vtx_count = 0;
  27. for (int n = 0; n < cmd_lists_count; n++)
  28. total_vtx_count += cmd_lists[n]->vtx_buffer.size();
  29. if (total_vtx_count == 0)
  30. return;
  31. // Copy and convert all vertices into a single contiguous buffer
  32. CUSTOMVERTEX* vtx_dst;
  33. if (g_pVB->Lock(0, total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  34. return;
  35. for (int n = 0; n < cmd_lists_count; n++)
  36. {
  37. const ImDrawList* cmd_list = cmd_lists[n];
  38. const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
  39. for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
  40. {
  41. vtx_dst->pos.x = vtx_src->pos.x;
  42. vtx_dst->pos.y = vtx_src->pos.y;
  43. vtx_dst->pos.z = 0.0f;
  44. vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
  45. vtx_dst->uv.x = vtx_src->uv.x;
  46. vtx_dst->uv.y = vtx_src->uv.y;
  47. vtx_dst++;
  48. vtx_src++;
  49. }
  50. }
  51. g_pVB->Unlock();
  52. g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
  53. g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
  54. // Setup render state: alpha-blending, no face culling, no depth testing
  55. g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
  56. g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
  57. g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
  58. g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
  59. g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
  60. g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
  61. g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
  62. g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
  63. g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
  64. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
  65. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
  66. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  67. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  68. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
  69. g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
  70. g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
  71. // Setup orthographic projection matrix
  72. D3DXMATRIXA16 mat;
  73. D3DXMatrixIdentity(&mat);
  74. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
  75. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
  76. D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
  77. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
  78. // Render command lists
  79. int vtx_offset = 0;
  80. for (int n = 0; n < cmd_lists_count; n++)
  81. {
  82. // Render command list
  83. const ImDrawList* cmd_list = cmd_lists[n];
  84. for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
  85. {
  86. const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
  87. const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
  88. g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
  89. g_pd3dDevice->SetScissorRect(&r);
  90. g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
  91. vtx_offset += pcmd->vtx_count;
  92. }
  93. }
  94. }
  95. HRESULT InitDeviceD3D(HWND hWnd)
  96. {
  97. if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
  98. return E_FAIL;
  99. D3DPRESENT_PARAMETERS d3dpp;
  100. ZeroMemory(&d3dpp, sizeof(d3dpp));
  101. d3dpp.Windowed = TRUE;
  102. d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  103. d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  104. d3dpp.EnableAutoDepthStencil = TRUE;
  105. d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  106. d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  107. // Create the D3DDevice
  108. if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
  109. return E_FAIL;
  110. return S_OK;
  111. }
  112. void CleanupDevice()
  113. {
  114. // InitImGui
  115. if (g_pVB) g_pVB->Release();
  116. // InitDeviceD3D
  117. if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Font->TexID)
  118. tex->Release();
  119. if (g_pd3dDevice) g_pd3dDevice->Release();
  120. if (g_pD3D) g_pD3D->Release();
  121. }
  122. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  123. {
  124. ImGuiIO& io = ImGui::GetIO();
  125. switch (msg)
  126. {
  127. case WM_LBUTTONDOWN:
  128. io.MouseDown[0] = true;
  129. return true;
  130. case WM_LBUTTONUP:
  131. io.MouseDown[0] = false;
  132. return true;
  133. case WM_RBUTTONDOWN:
  134. io.MouseDown[1] = true;
  135. return true;
  136. case WM_RBUTTONUP:
  137. io.MouseDown[1] = false;
  138. return true;
  139. case WM_MOUSEWHEEL:
  140. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  141. return true;
  142. case WM_MOUSEMOVE:
  143. // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  144. io.MousePos.x = (signed short)(lParam);
  145. io.MousePos.y = (signed short)(lParam >> 16);
  146. return true;
  147. case WM_CHAR:
  148. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  149. if (wParam > 0 && wParam < 0x10000)
  150. io.AddInputCharacter((unsigned short)wParam);
  151. return true;
  152. case WM_DESTROY:
  153. CleanupDevice();
  154. PostQuitMessage(0);
  155. return 0;
  156. }
  157. return DefWindowProc(hWnd, msg, wParam, lParam);
  158. }
  159. void LoadFontTexture(ImFont* font)
  160. {
  161. IM_ASSERT(font && font->IsLoaded());
  162. LPDIRECT3DTEXTURE9 pTexture = NULL;
  163. if (D3DXCreateTexture(g_pd3dDevice, font->TexWidth, font->TexHeight, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
  164. {
  165. IM_ASSERT(0);
  166. return;
  167. }
  168. // Copy pixels
  169. D3DLOCKED_RECT tex_locked_rect;
  170. if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
  171. {
  172. IM_ASSERT(0);
  173. return;
  174. }
  175. for (int y = 0; y < font->TexHeight; y++)
  176. memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, font->TexPixels + font->TexWidth * y, font->TexWidth);
  177. pTexture->UnlockRect(0);
  178. font->TexID = (void *)pTexture;
  179. }
  180. void InitImGui()
  181. {
  182. RECT rect;
  183. GetClientRect(hWnd, &rect);
  184. int display_w = (int)(rect.right - rect.left);
  185. int display_h = (int)(rect.bottom - rect.top);
  186. ImGuiIO& io = ImGui::GetIO();
  187. io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
  188. io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
  189. io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
  190. io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
  191. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  192. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  193. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  194. io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
  195. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  196. io.KeyMap[ImGuiKey_End] = VK_END;
  197. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  198. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  199. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  200. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  201. io.KeyMap[ImGuiKey_A] = 'A';
  202. io.KeyMap[ImGuiKey_C] = 'C';
  203. io.KeyMap[ImGuiKey_V] = 'V';
  204. io.KeyMap[ImGuiKey_X] = 'X';
  205. io.KeyMap[ImGuiKey_Y] = 'Y';
  206. io.KeyMap[ImGuiKey_Z] = 'Z';
  207. io.RenderDrawListsFn = ImImpl_RenderDrawLists;
  208. // Create the vertex buffer
  209. if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
  210. {
  211. IM_ASSERT(0);
  212. return;
  213. }
  214. // Load font
  215. io.Font = new ImFont();
  216. io.Font->LoadDefault();
  217. //io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
  218. //io.Font->DisplayOffset.y += 0.0f;
  219. LoadFontTexture(io.Font);
  220. }
  221. INT64 ticks_per_second = 0;
  222. INT64 last_time = 0;
  223. void UpdateImGui()
  224. {
  225. ImGuiIO& io = ImGui::GetIO();
  226. // Setup time step
  227. INT64 current_time;
  228. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  229. io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
  230. last_time = current_time;
  231. // Setup inputs
  232. // (we already got mouse position, buttons, wheel from the window message callback)
  233. BYTE keystate[256];
  234. GetKeyboardState(keystate);
  235. for (int i = 0; i < 256; i++)
  236. io.KeysDown[i] = (keystate[i] & 0x80) != 0;
  237. io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
  238. io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
  239. // io.MousePos : filled by WM_MOUSEMOVE event
  240. // io.MouseDown : filled by WM_*BUTTON* events
  241. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  242. // Start the frame
  243. ImGui::NewFrame();
  244. }
  245. int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
  246. {
  247. // Register the window class
  248. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
  249. RegisterClassEx(&wc);
  250. // Create the application's window
  251. hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  252. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
  253. return 1;
  254. if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
  255. return 1;
  256. // Initialize Direct3D
  257. if (InitDeviceD3D(hWnd) < 0)
  258. {
  259. CleanupDevice();
  260. UnregisterClass(L"ImGui Example", wc.hInstance);
  261. return 1;
  262. }
  263. // Show the window
  264. ShowWindow(hWnd, SW_SHOWDEFAULT);
  265. UpdateWindow(hWnd);
  266. InitImGui();
  267. // Enter the message loop
  268. MSG msg;
  269. ZeroMemory(&msg, sizeof(msg));
  270. while (msg.message != WM_QUIT)
  271. {
  272. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  273. {
  274. TranslateMessage(&msg);
  275. DispatchMessage(&msg);
  276. continue;
  277. }
  278. UpdateImGui();
  279. static bool show_test_window = true;
  280. static bool show_another_window = false;
  281. // 1. Show a simple window
  282. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  283. {
  284. static float f;
  285. ImGui::Text("Hello, world!");
  286. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  287. show_test_window ^= ImGui::Button("Test Window");
  288. show_another_window ^= ImGui::Button("Another Window");
  289. static ImFont* font2 = NULL;
  290. if (!font2) { font2 = new ImFont(); font2->LoadFromFileTTF("../../extra_fonts/ArialUni.ttf", 30.0f); LoadFontTexture(font2); }
  291. ImGui::Image(font2->TexID, ImVec2((float)font2->TexWidth, (FLOAT)font2->TexHeight));
  292. //ImGui::GetWindowDrawList()->AddText(font2, 30.0f, ImGui::GetCursorScreenPos(), 0xFFFFFFFF, "Another font");
  293. // Calculate and show frame rate
  294. static float ms_per_frame[120] = { 0 };
  295. static int ms_per_frame_idx = 0;
  296. static float ms_per_frame_accum = 0.0f;
  297. ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
  298. ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
  299. ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
  300. ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
  301. const float ms_per_frame_avg = ms_per_frame_accum / 120;
  302. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
  303. }
  304. // 2. Show another simple window, this time using an explicit Begin/End pair
  305. if (show_another_window)
  306. {
  307. ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
  308. ImGui::Text("Hello");
  309. ImGui::End();
  310. }
  311. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  312. if (show_test_window)
  313. {
  314. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
  315. ImGui::ShowTestWindow(&show_test_window);
  316. }
  317. // Rendering
  318. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  319. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
  320. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
  321. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0);
  322. if (g_pd3dDevice->BeginScene() >= 0)
  323. {
  324. ImGui::Render();
  325. g_pd3dDevice->EndScene();
  326. }
  327. g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  328. }
  329. ImGui::Shutdown();
  330. UnregisterClass(L"ImGui Example", wc.hInstance);
  331. return 0;
  332. }