main.cpp 11 KB

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  1. // Dear ImGui: standalone example application for SDL2 + DirectX 11
  2. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
  3. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  4. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  5. #include "imgui.h"
  6. #include "imgui_impl_sdl.h"
  7. #include "imgui_impl_dx11.h"
  8. #include <d3d11.h>
  9. #include <stdio.h>
  10. #include <SDL.h>
  11. #include <SDL_syswm.h>
  12. // Data
  13. static SDL_Window* g_AppWindow = NULL;
  14. static ID3D11Device* g_pd3dDevice = NULL;
  15. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  16. static IDXGISwapChain* g_pSwapChain = NULL;
  17. static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
  18. // Forward declarations of helper functions
  19. bool MainLoopStep();
  20. bool CreateDeviceD3D(HWND hWnd);
  21. void CleanupDeviceD3D();
  22. void CreateRenderTarget();
  23. void CleanupRenderTarget();
  24. // Main code
  25. int main(int, char**)
  26. {
  27. // Setup SDL
  28. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  29. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
  30. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  31. {
  32. printf("Error: %s\n", SDL_GetError());
  33. return -1;
  34. }
  35. // Setup window
  36. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  37. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  38. SDL_SysWMinfo wmInfo;
  39. SDL_VERSION(&wmInfo.version);
  40. SDL_GetWindowWMInfo(window, &wmInfo);
  41. HWND hwnd = (HWND)wmInfo.info.win.window;
  42. g_AppWindow = window;
  43. // Initialize Direct3D
  44. if (!CreateDeviceD3D(hwnd))
  45. {
  46. CleanupDeviceD3D();
  47. return 1;
  48. }
  49. // Setup Dear ImGui context
  50. IMGUI_CHECKVERSION();
  51. ImGui::CreateContext();
  52. ImGuiIO& io = ImGui::GetIO(); (void)io;
  53. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  54. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  55. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  56. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  57. //io.ConfigViewportsNoAutoMerge = true;
  58. //io.ConfigViewportsNoTaskBarIcon = true;
  59. // Setup Dear ImGui style
  60. ImGui::StyleColorsDark();
  61. //ImGui::StyleColorsLight();
  62. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  63. ImGuiStyle& style = ImGui::GetStyle();
  64. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  65. {
  66. style.WindowRounding = 0.0f;
  67. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  68. }
  69. // Setup Platform/Renderer backends
  70. ImGui_ImplSDL2_InitForD3D(window);
  71. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  72. // Load Fonts
  73. // - 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.
  74. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  75. // - 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).
  76. // - 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.
  77. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  78. // - Read 'docs/FONTS.md' for more instructions and details.
  79. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  80. //io.Fonts->AddFontDefault();
  81. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  82. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  83. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  84. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  85. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  86. //IM_ASSERT(font != NULL);
  87. // Main loop
  88. while (true)
  89. {
  90. if (!MainLoopStep())
  91. break;
  92. }
  93. // Cleanup
  94. ImGui_ImplDX11_Shutdown();
  95. ImGui_ImplSDL2_Shutdown();
  96. ImGui::DestroyContext();
  97. CleanupDeviceD3D();
  98. SDL_DestroyWindow(window);
  99. SDL_Quit();
  100. return 0;
  101. }
  102. bool MainLoopStep()
  103. {
  104. // Poll and handle SDL events (inputs, window resize, etc.)
  105. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  106. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  107. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  108. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  109. SDL_Window* window = g_AppWindow;
  110. SDL_Event event;
  111. while (SDL_PollEvent(&event))
  112. {
  113. ImGui_ImplSDL2_ProcessEvent(&event);
  114. if (event.type == SDL_QUIT)
  115. return false;
  116. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  117. return false;
  118. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
  119. {
  120. // Release all outstanding references to the swap chain's buffers before resizing.
  121. CleanupRenderTarget();
  122. g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
  123. CreateRenderTarget();
  124. }
  125. }
  126. // Start the Dear ImGui frame
  127. ImGui_ImplDX11_NewFrame();
  128. ImGui_ImplSDL2_NewFrame();
  129. ImGui::NewFrame();
  130. // Our state
  131. // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
  132. static bool show_demo_window = true;
  133. static bool show_another_window = false;
  134. static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  135. // 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!).
  136. if (show_demo_window)
  137. ImGui::ShowDemoWindow(&show_demo_window);
  138. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  139. {
  140. static float f = 0.0f;
  141. static int counter = 0;
  142. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  143. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  144. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  145. ImGui::Checkbox("Another Window", &show_another_window);
  146. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  147. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  148. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  149. counter++;
  150. ImGui::SameLine();
  151. ImGui::Text("counter = %d", counter);
  152. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  153. ImGui::End();
  154. }
  155. // 3. Show another simple window.
  156. if (show_another_window)
  157. {
  158. 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)
  159. ImGui::Text("Hello from another window!");
  160. if (ImGui::Button("Close Me"))
  161. show_another_window = false;
  162. ImGui::End();
  163. }
  164. // Rendering
  165. ImGui::Render();
  166. const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
  167. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  168. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
  169. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  170. // Update and Render additional Platform Windows
  171. if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  172. {
  173. ImGui::UpdatePlatformWindows();
  174. ImGui::RenderPlatformWindowsDefault();
  175. }
  176. g_pSwapChain->Present(1, 0); // Present with vsync
  177. //g_pSwapChain->Present(0, 0); // Present without vsync
  178. return true;
  179. }
  180. // Helper functions to use DirectX11
  181. bool CreateDeviceD3D(HWND hWnd)
  182. {
  183. // Setup swap chain
  184. DXGI_SWAP_CHAIN_DESC sd;
  185. ZeroMemory(&sd, sizeof(sd));
  186. sd.BufferCount = 2;
  187. sd.BufferDesc.Width = 0;
  188. sd.BufferDesc.Height = 0;
  189. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  190. sd.BufferDesc.RefreshRate.Numerator = 60;
  191. sd.BufferDesc.RefreshRate.Denominator = 1;
  192. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  193. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  194. sd.OutputWindow = hWnd;
  195. sd.SampleDesc.Count = 1;
  196. sd.SampleDesc.Quality = 0;
  197. sd.Windowed = TRUE;
  198. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  199. UINT createDeviceFlags = 0;
  200. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  201. D3D_FEATURE_LEVEL featureLevel;
  202. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  203. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  204. return false;
  205. CreateRenderTarget();
  206. return true;
  207. }
  208. void CleanupDeviceD3D()
  209. {
  210. CleanupRenderTarget();
  211. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  212. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  213. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  214. }
  215. void CreateRenderTarget()
  216. {
  217. ID3D11Texture2D* pBackBuffer;
  218. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  219. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  220. pBackBuffer->Release();
  221. }
  222. void CleanupRenderTarget()
  223. {
  224. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  225. }