main.cpp 11 KB

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  1. // Dear ImGui: standalone example application for DirectX 9
  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_dx9.h"
  6. #include "imgui_impl_win32.h"
  7. #include <d3d9.h>
  8. #include <tchar.h>
  9. // Data
  10. static LPDIRECT3D9 g_pD3D = NULL;
  11. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  12. static D3DPRESENT_PARAMETERS g_d3dpp = {};
  13. // Forward declarations of helper functions
  14. bool CreateDeviceD3D(HWND hWnd);
  15. void CleanupDeviceD3D();
  16. void ResetDevice();
  17. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  18. // Main code
  19. int main(int, char**)
  20. {
  21. // Create application window
  22. //ImGui_ImplWin32_EnableDpiAwareness();
  23. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  24. ::RegisterClassEx(&wc);
  25. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  26. // Initialize Direct3D
  27. if (!CreateDeviceD3D(hwnd))
  28. {
  29. CleanupDeviceD3D();
  30. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  31. return 1;
  32. }
  33. // Show the window
  34. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  35. ::UpdateWindow(hwnd);
  36. // Setup Dear ImGui context
  37. IMGUI_CHECKVERSION();
  38. ImGui::CreateContext();
  39. ImGuiIO& io = ImGui::GetIO(); (void)io;
  40. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  41. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  42. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  43. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  44. //io.ConfigViewportsNoAutoMerge = true;
  45. //io.ConfigViewportsNoTaskBarIcon = true;
  46. // Setup Dear ImGui style
  47. ImGui::StyleColorsDark();
  48. //ImGui::StyleColorsClassic();
  49. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  50. ImGuiStyle& style = ImGui::GetStyle();
  51. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  52. {
  53. style.WindowRounding = 0.0f;
  54. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  55. }
  56. // Setup Platform/Renderer backends
  57. ImGui_ImplWin32_Init(hwnd);
  58. ImGui_ImplDX9_Init(g_pd3dDevice);
  59. // Load Fonts
  60. // - 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.
  61. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  62. // - 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).
  63. // - 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.
  64. // - Read 'docs/FONTS.md' for more instructions and details.
  65. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  66. //io.Fonts->AddFontDefault();
  67. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  68. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  69. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  70. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  71. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  72. //IM_ASSERT(font != NULL);
  73. // Our state
  74. bool show_demo_window = true;
  75. bool show_another_window = false;
  76. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  77. // Main loop
  78. MSG msg;
  79. ZeroMemory(&msg, sizeof(msg));
  80. while (msg.message != WM_QUIT)
  81. {
  82. // Poll and handle messages (inputs, window resize, etc.)
  83. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  84. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  85. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  86. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  87. if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  88. {
  89. ::TranslateMessage(&msg);
  90. ::DispatchMessage(&msg);
  91. continue;
  92. }
  93. // Start the Dear ImGui frame
  94. ImGui_ImplDX9_NewFrame();
  95. ImGui_ImplWin32_NewFrame();
  96. ImGui::NewFrame();
  97. // 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!).
  98. if (show_demo_window)
  99. ImGui::ShowDemoWindow(&show_demo_window);
  100. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  101. {
  102. static float f = 0.0f;
  103. static int counter = 0;
  104. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  105. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  106. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  107. ImGui::Checkbox("Another Window", &show_another_window);
  108. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  109. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  110. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  111. counter++;
  112. ImGui::SameLine();
  113. ImGui::Text("counter = %d", counter);
  114. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  115. ImGui::End();
  116. }
  117. // 3. Show another simple window.
  118. if (show_another_window)
  119. {
  120. 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)
  121. ImGui::Text("Hello from another window!");
  122. if (ImGui::Button("Close Me"))
  123. show_another_window = false;
  124. ImGui::End();
  125. }
  126. // Rendering
  127. ImGui::EndFrame();
  128. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
  129. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
  130. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
  131. D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*255.0f), (int)(clear_color.w*255.0f));
  132. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
  133. if (g_pd3dDevice->BeginScene() >= 0)
  134. {
  135. ImGui::Render();
  136. ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
  137. g_pd3dDevice->EndScene();
  138. }
  139. // Update and Render additional Platform Windows
  140. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  141. {
  142. ImGui::UpdatePlatformWindows();
  143. ImGui::RenderPlatformWindowsDefault();
  144. }
  145. HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  146. // Handle loss of D3D9 device
  147. if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
  148. ResetDevice();
  149. }
  150. ImGui_ImplDX9_Shutdown();
  151. ImGui_ImplWin32_Shutdown();
  152. ImGui::DestroyContext();
  153. CleanupDeviceD3D();
  154. ::DestroyWindow(hwnd);
  155. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  156. return 0;
  157. }
  158. // Helper functions
  159. bool CreateDeviceD3D(HWND hWnd)
  160. {
  161. if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
  162. return false;
  163. // Create the D3DDevice
  164. ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
  165. g_d3dpp.Windowed = TRUE;
  166. g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  167. g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
  168. g_d3dpp.EnableAutoDepthStencil = TRUE;
  169. g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  170. g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
  171. //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
  172. if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
  173. return false;
  174. return true;
  175. }
  176. void CleanupDeviceD3D()
  177. {
  178. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  179. if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
  180. }
  181. void ResetDevice()
  182. {
  183. ImGui_ImplDX9_InvalidateDeviceObjects();
  184. HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
  185. if (hr == D3DERR_INVALIDCALL)
  186. IM_ASSERT(0);
  187. ImGui_ImplDX9_CreateDeviceObjects();
  188. }
  189. #ifndef WM_DPICHANGED
  190. #define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
  191. #endif
  192. // Forward declare message handler from imgui_impl_win32.cpp
  193. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  194. // Win32 message handler
  195. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  196. {
  197. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  198. return true;
  199. switch (msg)
  200. {
  201. case WM_SIZE:
  202. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  203. {
  204. g_d3dpp.BackBufferWidth = LOWORD(lParam);
  205. g_d3dpp.BackBufferHeight = HIWORD(lParam);
  206. ResetDevice();
  207. }
  208. return 0;
  209. case WM_SYSCOMMAND:
  210. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  211. return 0;
  212. break;
  213. case WM_DESTROY:
  214. ::PostQuitMessage(0);
  215. return 0;
  216. case WM_DPICHANGED:
  217. if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
  218. {
  219. //const int dpi = HIWORD(wParam);
  220. //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
  221. const RECT* suggested_rect = (RECT*)lParam;
  222. ::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);
  223. }
  224. break;
  225. }
  226. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  227. }