main.cpp 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256
  1. // dear imgui: standalone example application for DirectX 9
  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_dx9.h"
  5. #include "imgui_impl_win32.h"
  6. #include <d3d9.h>
  7. #define DIRECTINPUT_VERSION 0x0800
  8. #include <dinput.h>
  9. #include <tchar.h>
  10. // Data
  11. static LPDIRECT3D9 g_pD3D = NULL;
  12. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  13. static D3DPRESENT_PARAMETERS g_d3dpp = {};
  14. HRESULT CreateDeviceD3D(HWND hWnd)
  15. {
  16. if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
  17. return E_FAIL;
  18. // Create the D3DDevice
  19. ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
  20. g_d3dpp.Windowed = TRUE;
  21. g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  22. g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  23. g_d3dpp.EnableAutoDepthStencil = TRUE;
  24. g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  25. g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
  26. //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
  27. if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
  28. return E_FAIL;
  29. return S_OK;
  30. }
  31. void CleanupDeviceD3D()
  32. {
  33. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  34. if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
  35. }
  36. void ResetDevice()
  37. {
  38. ImGui_ImplDX9_InvalidateDeviceObjects();
  39. HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
  40. if (hr == D3DERR_INVALIDCALL)
  41. IM_ASSERT(0);
  42. ImGui_ImplDX9_CreateDeviceObjects();
  43. }
  44. #ifndef WM_DPICHANGED
  45. #define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
  46. #endif
  47. extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  48. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  49. {
  50. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  51. return true;
  52. switch (msg)
  53. {
  54. case WM_SIZE:
  55. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  56. {
  57. g_d3dpp.BackBufferWidth = LOWORD(lParam);
  58. g_d3dpp.BackBufferHeight = HIWORD(lParam);
  59. ResetDevice();
  60. }
  61. return 0;
  62. case WM_SYSCOMMAND:
  63. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  64. return 0;
  65. break;
  66. case WM_DESTROY:
  67. PostQuitMessage(0);
  68. return 0;
  69. case WM_DPICHANGED:
  70. if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
  71. {
  72. //const int dpi = HIWORD(wParam);
  73. //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
  74. const RECT* suggested_rect = (RECT*)lParam;
  75. ::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
  76. }
  77. break;
  78. }
  79. return DefWindowProc(hWnd, msg, wParam, lParam);
  80. }
  81. int main(int, char**)
  82. {
  83. ImGui_ImplWin32_EnableDpiAwareness();
  84. // Create application window
  85. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  86. RegisterClassEx(&wc);
  87. HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  88. // Initialize Direct3D
  89. if (CreateDeviceD3D(hwnd) < 0)
  90. {
  91. CleanupDeviceD3D();
  92. UnregisterClass(wc.lpszClassName, wc.hInstance);
  93. return 1;
  94. }
  95. // Show the window
  96. ShowWindow(hwnd, SW_SHOWDEFAULT);
  97. UpdateWindow(hwnd);
  98. // Setup Dear ImGui context
  99. IMGUI_CHECKVERSION();
  100. ImGui::CreateContext();
  101. ImGuiIO& io = ImGui::GetIO(); (void)io;
  102. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  103. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  104. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  105. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  106. //io.ConfigViewportsNoAutoMerge = true;
  107. //io.ConfigViewportsNoTaskBarIcon = true;
  108. // Setup Dear ImGui style
  109. ImGui::StyleColorsDark();
  110. //ImGui::StyleColorsClassic();
  111. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  112. ImGuiStyle& style = ImGui::GetStyle();
  113. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  114. {
  115. style.WindowRounding = 0.0f;
  116. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  117. }
  118. // Setup Platform/Renderer bindings
  119. ImGui_ImplWin32_Init(hwnd);
  120. ImGui_ImplDX9_Init(g_pd3dDevice);
  121. // Load Fonts
  122. // - 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.
  123. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  124. // - 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).
  125. // - 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.
  126. // - Read 'misc/fonts/README.txt' for more instructions and details.
  127. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  128. //io.Fonts->AddFontDefault();
  129. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  130. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  131. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  132. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  133. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  134. //IM_ASSERT(font != NULL);
  135. // Our state
  136. bool show_demo_window = true;
  137. bool show_another_window = false;
  138. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  139. // Main loop
  140. MSG msg;
  141. ZeroMemory(&msg, sizeof(msg));
  142. while (msg.message != WM_QUIT)
  143. {
  144. // Poll and handle messages (inputs, window resize, etc.)
  145. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  146. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  147. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  148. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  149. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  150. {
  151. TranslateMessage(&msg);
  152. DispatchMessage(&msg);
  153. continue;
  154. }
  155. // Start the Dear ImGui frame
  156. ImGui_ImplDX9_NewFrame();
  157. ImGui_ImplWin32_NewFrame();
  158. ImGui::NewFrame();
  159. // 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!).
  160. if (show_demo_window)
  161. ImGui::ShowDemoWindow(&show_demo_window);
  162. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  163. {
  164. static float f = 0.0f;
  165. static int counter = 0;
  166. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  167. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  168. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  169. ImGui::Checkbox("Another Window", &show_another_window);
  170. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  171. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  172. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  173. counter++;
  174. ImGui::SameLine();
  175. ImGui::Text("counter = %d", counter);
  176. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  177. ImGui::End();
  178. }
  179. // 3. Show another simple window.
  180. if (show_another_window)
  181. {
  182. 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)
  183. ImGui::Text("Hello from another window!");
  184. if (ImGui::Button("Close Me"))
  185. show_another_window = false;
  186. ImGui::End();
  187. }
  188. // Rendering
  189. ImGui::EndFrame();
  190. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  191. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
  192. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
  193. D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
  194. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
  195. if (g_pd3dDevice->BeginScene() >= 0)
  196. {
  197. ImGui::Render();
  198. ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
  199. g_pd3dDevice->EndScene();
  200. }
  201. // Update and Render additional Platform Windows
  202. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  203. {
  204. ImGui::UpdatePlatformWindows();
  205. ImGui::RenderPlatformWindowsDefault();
  206. }
  207. HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  208. // Handle loss of D3D9 device
  209. if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
  210. ResetDevice();
  211. }
  212. ImGui_ImplDX9_Shutdown();
  213. ImGui_ImplWin32_Shutdown();
  214. ImGui::DestroyContext();
  215. CleanupDeviceD3D();
  216. DestroyWindow(hwnd);
  217. UnregisterClass(wc.lpszClassName, wc.hInstance);
  218. return 0;
  219. }