main.cpp 12 KB

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  1. // Dear ImGui: standalone example application for DirectX 11
  2. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  3. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  4. #include "imgui.h"
  5. #include "imgui_impl_win32.h"
  6. #include "imgui_impl_dx11.h"
  7. #include <d3d11.h>
  8. #include <tchar.h>
  9. // Data
  10. static ID3D11Device* g_pd3dDevice = NULL;
  11. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  12. static IDXGISwapChain* g_pSwapChain = NULL;
  13. static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
  14. // Forward declarations of helper functions
  15. bool CreateDeviceD3D(HWND hWnd);
  16. void CleanupDeviceD3D();
  17. void CreateRenderTarget();
  18. void CleanupRenderTarget();
  19. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  20. // Main code
  21. int main(int, char**)
  22. {
  23. // Create application window
  24. //ImGui_ImplWin32_EnableDpiAwareness();
  25. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  26. ::RegisterClassEx(&wc);
  27. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  28. // Initialize Direct3D
  29. if (!CreateDeviceD3D(hwnd))
  30. {
  31. CleanupDeviceD3D();
  32. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  33. return 1;
  34. }
  35. // Show the window
  36. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  37. ::UpdateWindow(hwnd);
  38. // Setup Dear ImGui context
  39. IMGUI_CHECKVERSION();
  40. ImGui::CreateContext();
  41. ImGuiIO& io = ImGui::GetIO(); (void)io;
  42. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  43. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  44. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  45. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  46. //io.ConfigViewportsNoAutoMerge = true;
  47. //io.ConfigViewportsNoTaskBarIcon = true;
  48. //io.ConfigViewportsNoDefaultParent = true;
  49. //io.ConfigDockingAlwaysTabBar = true;
  50. //io.ConfigDockingTransparentPayload = true;
  51. //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; // FIXME-DPI: Experimental. THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP!
  52. //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI: Experimental.
  53. // Setup Dear ImGui style
  54. ImGui::StyleColorsDark();
  55. //ImGui::StyleColorsClassic();
  56. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  57. ImGuiStyle& style = ImGui::GetStyle();
  58. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  59. {
  60. style.WindowRounding = 0.0f;
  61. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  62. }
  63. // Setup Platform/Renderer backends
  64. ImGui_ImplWin32_Init(hwnd);
  65. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  66. // Load Fonts
  67. // - 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.
  68. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  69. // - 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).
  70. // - 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.
  71. // - Read 'docs/FONTS.md' for more instructions and details.
  72. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  73. //io.Fonts->AddFontDefault();
  74. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  75. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  76. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  77. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  78. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  79. //IM_ASSERT(font != NULL);
  80. // Our state
  81. bool show_demo_window = true;
  82. bool show_another_window = false;
  83. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  84. // Main loop
  85. MSG msg;
  86. ZeroMemory(&msg, sizeof(msg));
  87. while (msg.message != WM_QUIT)
  88. {
  89. // Poll and handle messages (inputs, window resize, etc.)
  90. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  91. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  92. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  93. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  94. if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  95. {
  96. ::TranslateMessage(&msg);
  97. ::DispatchMessage(&msg);
  98. continue;
  99. }
  100. // Start the Dear ImGui frame
  101. ImGui_ImplDX11_NewFrame();
  102. ImGui_ImplWin32_NewFrame();
  103. ImGui::NewFrame();
  104. // 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!).
  105. if (show_demo_window)
  106. ImGui::ShowDemoWindow(&show_demo_window);
  107. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  108. {
  109. static float f = 0.0f;
  110. static int counter = 0;
  111. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  112. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  113. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  114. ImGui::Checkbox("Another Window", &show_another_window);
  115. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  116. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  117. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  118. counter++;
  119. ImGui::SameLine();
  120. ImGui::Text("counter = %d", counter);
  121. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  122. ImGui::End();
  123. }
  124. // 3. Show another simple window.
  125. if (show_another_window)
  126. {
  127. 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)
  128. ImGui::Text("Hello from another window!");
  129. if (ImGui::Button("Close Me"))
  130. show_another_window = false;
  131. ImGui::End();
  132. }
  133. // Rendering
  134. ImGui::Render();
  135. 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 };
  136. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  137. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
  138. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  139. // Update and Render additional Platform Windows
  140. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  141. {
  142. ImGui::UpdatePlatformWindows();
  143. ImGui::RenderPlatformWindowsDefault();
  144. }
  145. g_pSwapChain->Present(1, 0); // Present with vsync
  146. //g_pSwapChain->Present(0, 0); // Present without vsync
  147. }
  148. // Cleanup
  149. ImGui_ImplDX11_Shutdown();
  150. ImGui_ImplWin32_Shutdown();
  151. ImGui::DestroyContext();
  152. CleanupDeviceD3D();
  153. ::DestroyWindow(hwnd);
  154. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  155. return 0;
  156. }
  157. // Helper functions
  158. bool CreateDeviceD3D(HWND hWnd)
  159. {
  160. // Setup swap chain
  161. DXGI_SWAP_CHAIN_DESC sd;
  162. ZeroMemory(&sd, sizeof(sd));
  163. sd.BufferCount = 2;
  164. sd.BufferDesc.Width = 0;
  165. sd.BufferDesc.Height = 0;
  166. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  167. sd.BufferDesc.RefreshRate.Numerator = 60;
  168. sd.BufferDesc.RefreshRate.Denominator = 1;
  169. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  170. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  171. sd.OutputWindow = hWnd;
  172. sd.SampleDesc.Count = 1;
  173. sd.SampleDesc.Quality = 0;
  174. sd.Windowed = TRUE;
  175. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  176. UINT createDeviceFlags = 0;
  177. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  178. D3D_FEATURE_LEVEL featureLevel;
  179. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  180. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  181. return false;
  182. CreateRenderTarget();
  183. return true;
  184. }
  185. void CleanupDeviceD3D()
  186. {
  187. CleanupRenderTarget();
  188. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  189. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  190. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  191. }
  192. void CreateRenderTarget()
  193. {
  194. ID3D11Texture2D* pBackBuffer;
  195. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  196. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  197. pBackBuffer->Release();
  198. }
  199. void CleanupRenderTarget()
  200. {
  201. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  202. }
  203. #ifndef WM_DPICHANGED
  204. #define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
  205. #endif
  206. // Forward declare message handler from imgui_impl_win32.cpp
  207. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  208. // Win32 message handler
  209. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  210. {
  211. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  212. return true;
  213. switch (msg)
  214. {
  215. case WM_SIZE:
  216. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  217. {
  218. CleanupRenderTarget();
  219. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  220. CreateRenderTarget();
  221. }
  222. return 0;
  223. case WM_SYSCOMMAND:
  224. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  225. return 0;
  226. break;
  227. case WM_DESTROY:
  228. ::PostQuitMessage(0);
  229. return 0;
  230. case WM_DPICHANGED:
  231. if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
  232. {
  233. //const int dpi = HIWORD(wParam);
  234. //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
  235. const RECT* suggested_rect = (RECT*)lParam;
  236. ::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);
  237. }
  238. break;
  239. }
  240. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  241. }