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. static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  24. {
  25. size_t total_vtx_count = 0;
  26. for (int n = 0; n < cmd_lists_count; n++)
  27. total_vtx_count += cmd_lists[n]->vtx_buffer.size();
  28. if (total_vtx_count == 0)
  29. return;
  30. // Copy and convert all vertices into a single contiguous buffer
  31. CUSTOMVERTEX* vtx_dst;
  32. if (g_pVB->Lock(0, total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  33. return;
  34. for (int n = 0; n < cmd_lists_count; n++)
  35. {
  36. const ImDrawList* cmd_list = cmd_lists[n];
  37. const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
  38. for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
  39. {
  40. vtx_dst->pos.x = vtx_src->pos.x;
  41. vtx_dst->pos.y = vtx_src->pos.y;
  42. vtx_dst->pos.z = 0.0f;
  43. vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
  44. vtx_dst->uv.x = vtx_src->uv.x;
  45. vtx_dst->uv.y = vtx_src->uv.y;
  46. vtx_dst++;
  47. vtx_src++;
  48. }
  49. }
  50. g_pVB->Unlock();
  51. g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
  52. g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
  53. // Setup render state: alpha-blending, no face culling, no depth testing
  54. g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
  55. g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
  56. g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
  57. g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
  58. g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
  59. g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
  60. g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
  61. g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
  62. g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
  63. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
  64. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
  65. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  66. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  67. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
  68. g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
  69. g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
  70. // Setup orthographic projection matrix
  71. D3DXMATRIXA16 mat;
  72. D3DXMatrixIdentity(&mat);
  73. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
  74. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
  75. D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
  76. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
  77. // Render command lists
  78. int vtx_offset = 0;
  79. for (int n = 0; n < cmd_lists_count; n++)
  80. {
  81. // Render command list
  82. const ImDrawList* cmd_list = cmd_lists[n];
  83. for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
  84. {
  85. const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
  86. const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
  87. g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
  88. g_pd3dDevice->SetScissorRect(&r);
  89. g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
  90. vtx_offset += pcmd->vtx_count;
  91. }
  92. }
  93. }
  94. HRESULT InitDeviceD3D(HWND hWnd)
  95. {
  96. if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
  97. return E_FAIL;
  98. D3DPRESENT_PARAMETERS d3dpp;
  99. ZeroMemory(&d3dpp, sizeof(d3dpp));
  100. d3dpp.Windowed = TRUE;
  101. d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  102. d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  103. d3dpp.EnableAutoDepthStencil = TRUE;
  104. d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  105. d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  106. // Create the D3DDevice
  107. if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
  108. return E_FAIL;
  109. return S_OK;
  110. }
  111. void CleanupDevice()
  112. {
  113. // InitImGui
  114. if (g_pVB) g_pVB->Release();
  115. // InitDeviceD3D
  116. if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().FontAtlas->TexID)
  117. tex->Release();
  118. if (g_pd3dDevice) g_pd3dDevice->Release();
  119. if (g_pD3D) g_pD3D->Release();
  120. }
  121. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  122. {
  123. ImGuiIO& io = ImGui::GetIO();
  124. switch (msg)
  125. {
  126. case WM_LBUTTONDOWN:
  127. io.MouseDown[0] = true;
  128. return true;
  129. case WM_LBUTTONUP:
  130. io.MouseDown[0] = false;
  131. return true;
  132. case WM_RBUTTONDOWN:
  133. io.MouseDown[1] = true;
  134. return true;
  135. case WM_RBUTTONUP:
  136. io.MouseDown[1] = false;
  137. return true;
  138. case WM_MOUSEWHEEL:
  139. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  140. return true;
  141. case WM_MOUSEMOVE:
  142. // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  143. io.MousePos.x = (signed short)(lParam);
  144. io.MousePos.y = (signed short)(lParam >> 16);
  145. return true;
  146. case WM_CHAR:
  147. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  148. if (wParam > 0 && wParam < 0x10000)
  149. io.AddInputCharacter((unsigned short)wParam);
  150. return true;
  151. case WM_DESTROY:
  152. CleanupDevice();
  153. PostQuitMessage(0);
  154. return 0;
  155. }
  156. return DefWindowProc(hWnd, msg, wParam, lParam);
  157. }
  158. void LoadFontTexture()
  159. {
  160. // Load one or more font
  161. ImGuiIO& io = ImGui::GetIO();
  162. //ImFont* my_font = io.FontAtlas->AddFontDefault();
  163. //ImFont* my_font2 = io.FontAtlas->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, ImFontAtlas::GetGlyphRangesJapanese());
  164. // Build
  165. unsigned char* pixels;
  166. int width, height, bytes_per_pixel;
  167. io.FontAtlas->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
  168. // Create texture
  169. LPDIRECT3DTEXTURE9 pTexture = NULL;
  170. if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
  171. {
  172. IM_ASSERT(0);
  173. return;
  174. }
  175. // Copy pixels
  176. D3DLOCKED_RECT tex_locked_rect;
  177. if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
  178. {
  179. IM_ASSERT(0);
  180. return;
  181. }
  182. for (int y = 0; y < height; y++)
  183. memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
  184. pTexture->UnlockRect(0);
  185. // Store our identifier
  186. io.FontAtlas->TexID = (void *)pTexture;
  187. }
  188. void InitImGui()
  189. {
  190. RECT rect;
  191. GetClientRect(hWnd, &rect);
  192. int display_w = (int)(rect.right - rect.left);
  193. int display_h = (int)(rect.bottom - rect.top);
  194. ImGuiIO& io = ImGui::GetIO();
  195. io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
  196. 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)
  197. 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.
  198. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  199. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  200. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  201. io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
  202. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  203. io.KeyMap[ImGuiKey_End] = VK_END;
  204. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  205. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  206. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  207. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  208. io.KeyMap[ImGuiKey_A] = 'A';
  209. io.KeyMap[ImGuiKey_C] = 'C';
  210. io.KeyMap[ImGuiKey_V] = 'V';
  211. io.KeyMap[ImGuiKey_X] = 'X';
  212. io.KeyMap[ImGuiKey_Y] = 'Y';
  213. io.KeyMap[ImGuiKey_Z] = 'Z';
  214. io.RenderDrawListsFn = ImImpl_RenderDrawLists;
  215. // Create the vertex buffer
  216. if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
  217. {
  218. IM_ASSERT(0);
  219. return;
  220. }
  221. LoadFontTexture();
  222. }
  223. INT64 ticks_per_second = 0;
  224. INT64 last_time = 0;
  225. void UpdateImGui()
  226. {
  227. ImGuiIO& io = ImGui::GetIO();
  228. // Setup time step
  229. INT64 current_time;
  230. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  231. io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
  232. last_time = current_time;
  233. // Setup inputs
  234. // (we already got mouse position, buttons, wheel from the window message callback)
  235. BYTE keystate[256];
  236. GetKeyboardState(keystate);
  237. for (int i = 0; i < 256; i++)
  238. io.KeysDown[i] = (keystate[i] & 0x80) != 0;
  239. io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
  240. io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
  241. // io.MousePos : filled by WM_MOUSEMOVE event
  242. // io.MouseDown : filled by WM_*BUTTON* events
  243. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  244. // Start the frame
  245. ImGui::NewFrame();
  246. }
  247. int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
  248. {
  249. // Register the window class
  250. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
  251. RegisterClassEx(&wc);
  252. // Create the application's window
  253. hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  254. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
  255. return 1;
  256. if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
  257. return 1;
  258. // Initialize Direct3D
  259. if (InitDeviceD3D(hWnd) < 0)
  260. {
  261. CleanupDevice();
  262. UnregisterClass(L"ImGui Example", wc.hInstance);
  263. return 1;
  264. }
  265. // Show the window
  266. ShowWindow(hWnd, SW_SHOWDEFAULT);
  267. UpdateWindow(hWnd);
  268. InitImGui();
  269. bool show_test_window = true;
  270. bool show_another_window = false;
  271. ImVec4 clear_col(0.8f, 0.6f, 0.6f, 1.0f);
  272. // Enter the message loop
  273. MSG msg;
  274. ZeroMemory(&msg, sizeof(msg));
  275. while (msg.message != WM_QUIT)
  276. {
  277. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  278. {
  279. TranslateMessage(&msg);
  280. DispatchMessage(&msg);
  281. continue;
  282. }
  283. UpdateImGui();
  284. // 1. Show a simple window
  285. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  286. {
  287. static float f;
  288. ImGui::Text("Hello, world!");
  289. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  290. ImGui::ColorEdit3("clear color", (float*)&clear_col);
  291. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  292. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  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. D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_col.x*255.0f), (int)(clear_col.y*255.0f), (int)(clear_col.z*255.0f), (int)(clear_col.w*255.0f));
  322. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
  323. if (g_pd3dDevice->BeginScene() >= 0)
  324. {
  325. ImGui::Render();
  326. g_pd3dDevice->EndScene();
  327. }
  328. g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  329. }
  330. ImGui::Shutdown();
  331. UnregisterClass(L"ImGui Example", wc.hInstance);
  332. return 0;
  333. }