main.cpp 8.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189
  1. // ImGui - standalone example application for DirectX 9
  2. // If you are new to 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 <d3d9.h>
  6. #define DIRECTINPUT_VERSION 0x0800
  7. #include <dinput.h>
  8. #include <tchar.h>
  9. // Data
  10. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  11. static D3DPRESENT_PARAMETERS g_d3dpp;
  12. extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  13. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  14. {
  15. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  16. return true;
  17. switch (msg)
  18. {
  19. case WM_SIZE:
  20. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  21. {
  22. ImGui_ImplDX9_InvalidateDeviceObjects();
  23. g_d3dpp.BackBufferWidth = LOWORD(lParam);
  24. g_d3dpp.BackBufferHeight = HIWORD(lParam);
  25. HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
  26. if (hr == D3DERR_INVALIDCALL)
  27. IM_ASSERT(0);
  28. ImGui_ImplDX9_CreateDeviceObjects();
  29. }
  30. return 0;
  31. case WM_SYSCOMMAND:
  32. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  33. return 0;
  34. break;
  35. case WM_DESTROY:
  36. PostQuitMessage(0);
  37. return 0;
  38. }
  39. return DefWindowProc(hWnd, msg, wParam, lParam);
  40. }
  41. int main(int, char**)
  42. {
  43. // Create application window
  44. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
  45. RegisterClassEx(&wc);
  46. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  47. // Initialize Direct3D
  48. LPDIRECT3D9 pD3D;
  49. if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
  50. {
  51. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  52. return 0;
  53. }
  54. ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
  55. g_d3dpp.Windowed = TRUE;
  56. g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  57. g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  58. g_d3dpp.EnableAutoDepthStencil = TRUE;
  59. g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  60. g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
  61. //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
  62. // Create the D3DDevice
  63. if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
  64. {
  65. pD3D->Release();
  66. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  67. return 0;
  68. }
  69. // Setup ImGui binding
  70. ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
  71. // Setup style
  72. ImGui::StyleColorsDark();
  73. //ImGui::StyleColorsClassic();
  74. // Load Fonts
  75. // - 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.
  76. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  77. // - 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).
  78. // - 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.
  79. // - Read 'misc/fonts/README.txt' for more instructions and details.
  80. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  81. //ImGuiIO& io = ImGui::GetIO();
  82. //io.Fonts->AddFontDefault();
  83. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  84. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  85. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  86. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  87. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  88. //IM_ASSERT(font != NULL);
  89. bool show_demo_window = true;
  90. bool show_another_window = false;
  91. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  92. // Main loop
  93. MSG msg;
  94. ZeroMemory(&msg, sizeof(msg));
  95. ShowWindow(hwnd, SW_SHOWDEFAULT);
  96. UpdateWindow(hwnd);
  97. while (msg.message != WM_QUIT)
  98. {
  99. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  100. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  101. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  102. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  103. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  104. {
  105. TranslateMessage(&msg);
  106. DispatchMessage(&msg);
  107. continue;
  108. }
  109. ImGui_ImplDX9_NewFrame();
  110. // 1. Show a simple window.
  111. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  112. {
  113. static float f = 0.0f;
  114. static int counter = 0;
  115. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  116. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  117. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  118. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  119. ImGui::Checkbox("Another Window", &show_another_window);
  120. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  121. counter++;
  122. ImGui::SameLine();
  123. ImGui::Text("counter = %d", counter);
  124. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  125. }
  126. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  127. if (show_another_window)
  128. {
  129. ImGui::Begin("Another Window", &show_another_window);
  130. ImGui::Text("Hello from another window!");
  131. if (ImGui::Button("Close Me"))
  132. show_another_window = false;
  133. ImGui::End();
  134. }
  135. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  136. if (show_demo_window)
  137. {
  138. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
  139. ImGui::ShowDemoWindow(&show_demo_window);
  140. }
  141. // Rendering
  142. ImGui::EndFrame();
  143. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  144. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
  145. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
  146. 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));
  147. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
  148. if (g_pd3dDevice->BeginScene() >= 0)
  149. {
  150. ImGui::Render();
  151. g_pd3dDevice->EndScene();
  152. }
  153. HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  154. // Handle loss of D3D9 device
  155. if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
  156. {
  157. ImGui_ImplDX9_InvalidateDeviceObjects();
  158. g_pd3dDevice->Reset(&g_d3dpp);
  159. ImGui_ImplDX9_CreateDeviceObjects();
  160. }
  161. }
  162. ImGui_ImplDX9_Shutdown();
  163. if (g_pd3dDevice) g_pd3dDevice->Release();
  164. if (pD3D) pD3D->Release();
  165. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  166. return 0;
  167. }