main.cpp 9.0 KB

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  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. extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  45. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  46. {
  47. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  48. return true;
  49. switch (msg)
  50. {
  51. case WM_SIZE:
  52. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  53. {
  54. g_d3dpp.BackBufferWidth = LOWORD(lParam);
  55. g_d3dpp.BackBufferHeight = HIWORD(lParam);
  56. ResetDevice();
  57. }
  58. return 0;
  59. case WM_SYSCOMMAND:
  60. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  61. return 0;
  62. break;
  63. case WM_DESTROY:
  64. PostQuitMessage(0);
  65. return 0;
  66. }
  67. return DefWindowProc(hWnd, msg, wParam, lParam);
  68. }
  69. int main(int, char**)
  70. {
  71. // Create application window
  72. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  73. RegisterClassEx(&wc);
  74. HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  75. // Initialize Direct3D
  76. if (CreateDeviceD3D(hwnd) < 0)
  77. {
  78. CleanupDeviceD3D();
  79. UnregisterClass(wc.lpszClassName, wc.hInstance);
  80. return 1;
  81. }
  82. // Show the window
  83. ShowWindow(hwnd, SW_SHOWDEFAULT);
  84. UpdateWindow(hwnd);
  85. // Setup Dear ImGui context
  86. IMGUI_CHECKVERSION();
  87. ImGui::CreateContext();
  88. ImGuiIO& io = ImGui::GetIO(); (void)io;
  89. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  90. // Setup Dear ImGui style
  91. ImGui::StyleColorsDark();
  92. //ImGui::StyleColorsClassic();
  93. // Setup Platform/Renderer bindings
  94. ImGui_ImplWin32_Init(hwnd);
  95. ImGui_ImplDX9_Init(g_pd3dDevice);
  96. // Load Fonts
  97. // - 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.
  98. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  99. // - 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).
  100. // - 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.
  101. // - Read 'misc/fonts/README.txt' for more instructions and details.
  102. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  103. //io.Fonts->AddFontDefault();
  104. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  105. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  106. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  107. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  108. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  109. //IM_ASSERT(font != NULL);
  110. // Our state
  111. bool show_demo_window = true;
  112. bool show_another_window = false;
  113. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  114. // Main loop
  115. MSG msg;
  116. ZeroMemory(&msg, sizeof(msg));
  117. while (msg.message != WM_QUIT)
  118. {
  119. // Poll and handle messages (inputs, window resize, etc.)
  120. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  121. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  122. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  123. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  124. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  125. {
  126. TranslateMessage(&msg);
  127. DispatchMessage(&msg);
  128. continue;
  129. }
  130. // Start the Dear ImGui frame
  131. ImGui_ImplDX9_NewFrame();
  132. ImGui_ImplWin32_NewFrame();
  133. ImGui::NewFrame();
  134. // 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!).
  135. if (show_demo_window)
  136. ImGui::ShowDemoWindow(&show_demo_window);
  137. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  138. {
  139. static float f = 0.0f;
  140. static int counter = 0;
  141. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  142. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  143. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  144. ImGui::Checkbox("Another Window", &show_another_window);
  145. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  146. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  147. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  148. counter++;
  149. ImGui::SameLine();
  150. ImGui::Text("counter = %d", counter);
  151. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  152. ImGui::End();
  153. }
  154. // 3. Show another simple window.
  155. if (show_another_window)
  156. {
  157. 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)
  158. ImGui::Text("Hello from another window!");
  159. if (ImGui::Button("Close Me"))
  160. show_another_window = false;
  161. ImGui::End();
  162. }
  163. // Rendering
  164. ImGui::EndFrame();
  165. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  166. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
  167. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
  168. 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));
  169. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
  170. if (g_pd3dDevice->BeginScene() >= 0)
  171. {
  172. ImGui::Render();
  173. ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
  174. g_pd3dDevice->EndScene();
  175. }
  176. HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  177. // Handle loss of D3D9 device
  178. if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
  179. ResetDevice();
  180. }
  181. ImGui_ImplDX9_Shutdown();
  182. ImGui_ImplWin32_Shutdown();
  183. ImGui::DestroyContext();
  184. CleanupDeviceD3D();
  185. DestroyWindow(hwnd);
  186. UnregisterClass(wc.lpszClassName, wc.hInstance);
  187. return 0;
  188. }