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main.cpp 9.2 KB

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  1. // ImGui - standalone example application for DirectX 10
  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_win32.h"
  5. #include "../imgui_impl_dx10.h"
  6. #include <d3d10_1.h>
  7. #include <d3d10.h>
  8. #define DIRECTINPUT_VERSION 0x0800
  9. #include <dinput.h>
  10. #include <tchar.h>
  11. // Data
  12. static ID3D10Device* g_pd3dDevice = NULL;
  13. static IDXGISwapChain* g_pSwapChain = NULL;
  14. static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
  15. void CreateRenderTarget()
  16. {
  17. DXGI_SWAP_CHAIN_DESC sd;
  18. g_pSwapChain->GetDesc(&sd);
  19. // Create the render target
  20. ID3D10Texture2D* pBackBuffer;
  21. D3D10_RENDER_TARGET_VIEW_DESC render_target_view_desc;
  22. ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
  23. render_target_view_desc.Format = sd.BufferDesc.Format;
  24. render_target_view_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
  25. g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
  26. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
  27. pBackBuffer->Release();
  28. }
  29. void CleanupRenderTarget()
  30. {
  31. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  32. }
  33. HRESULT CreateDeviceD3D(HWND hWnd)
  34. {
  35. // Setup swap chain
  36. DXGI_SWAP_CHAIN_DESC sd;
  37. ZeroMemory(&sd, sizeof(sd));
  38. sd.BufferCount = 2;
  39. sd.BufferDesc.Width = 0;
  40. sd.BufferDesc.Height = 0;
  41. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  42. sd.BufferDesc.RefreshRate.Numerator = 60;
  43. sd.BufferDesc.RefreshRate.Denominator = 1;
  44. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  45. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  46. sd.OutputWindow = hWnd;
  47. sd.SampleDesc.Count = 1;
  48. sd.SampleDesc.Quality = 0;
  49. sd.Windowed = TRUE;
  50. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  51. UINT createDeviceFlags = 0;
  52. //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
  53. if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
  54. return E_FAIL;
  55. CreateRenderTarget();
  56. return S_OK;
  57. }
  58. void CleanupDeviceD3D()
  59. {
  60. CleanupRenderTarget();
  61. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  62. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  63. }
  64. extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  65. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  66. {
  67. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  68. return true;
  69. switch (msg)
  70. {
  71. case WM_SIZE:
  72. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  73. {
  74. ImGui_ImplDX10_InvalidateDeviceObjects();
  75. CleanupRenderTarget();
  76. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  77. CreateRenderTarget();
  78. ImGui_ImplDX10_CreateDeviceObjects();
  79. }
  80. return 0;
  81. case WM_SYSCOMMAND:
  82. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  83. return 0;
  84. break;
  85. case WM_DESTROY:
  86. PostQuitMessage(0);
  87. return 0;
  88. }
  89. return DefWindowProc(hWnd, msg, wParam, lParam);
  90. }
  91. int main(int, char**)
  92. {
  93. // Create application window
  94. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
  95. RegisterClassEx(&wc);
  96. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  97. // Initialize Direct3D
  98. if (CreateDeviceD3D(hwnd) < 0)
  99. {
  100. CleanupDeviceD3D();
  101. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  102. return 1;
  103. }
  104. // Show the window
  105. ShowWindow(hwnd, SW_SHOWDEFAULT);
  106. UpdateWindow(hwnd);
  107. // Setup ImGui binding
  108. ImGui::CreateContext();
  109. ImGuiIO& io = ImGui::GetIO(); (void)io;
  110. ImGui_ImplWin32_Init(hwnd);
  111. ImGui_ImplDX10_Init(g_pd3dDevice);
  112. //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
  113. // Setup style
  114. ImGui::StyleColorsDark();
  115. //ImGui::StyleColorsClassic();
  116. // Load Fonts
  117. // - 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.
  118. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  119. // - 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).
  120. // - 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.
  121. // - Read 'misc/fonts/README.txt' for more instructions and details.
  122. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  123. //io.Fonts->AddFontDefault();
  124. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  125. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  126. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  127. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  128. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  129. //IM_ASSERT(font != NULL);
  130. bool show_demo_window = true;
  131. bool show_another_window = false;
  132. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  133. // Main loop
  134. MSG msg;
  135. ZeroMemory(&msg, sizeof(msg));
  136. while (msg.message != WM_QUIT)
  137. {
  138. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  139. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  140. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  141. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  142. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  143. {
  144. TranslateMessage(&msg);
  145. DispatchMessage(&msg);
  146. continue;
  147. }
  148. ImGui_ImplDX10_NewFrame();
  149. ImGui_ImplWin32_NewFrame();
  150. // 1. Show a simple window.
  151. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  152. {
  153. static float f = 0.0f;
  154. static int counter = 0;
  155. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  156. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  157. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  158. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  159. ImGui::Checkbox("Another Window", &show_another_window);
  160. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  161. counter++;
  162. ImGui::SameLine();
  163. ImGui::Text("counter = %d", counter);
  164. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  165. }
  166. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  167. if (show_another_window)
  168. {
  169. ImGui::Begin("Another Window", &show_another_window);
  170. ImGui::Text("Hello from another window!");
  171. if (ImGui::Button("Close Me"))
  172. show_another_window = false;
  173. ImGui::End();
  174. }
  175. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  176. if (show_demo_window)
  177. {
  178. 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!
  179. ImGui::ShowDemoWindow(&show_demo_window);
  180. }
  181. // Rendering
  182. g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  183. g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
  184. ImGui::Render();
  185. ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
  186. g_pSwapChain->Present(1, 0); // Present with vsync
  187. //g_pSwapChain->Present(0, 0); // Present without vsync
  188. }
  189. ImGui_ImplDX10_Shutdown();
  190. ImGui_ImplWin32_Shutdown();
  191. ImGui::DestroyContext();
  192. CleanupDeviceD3D();
  193. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  194. return 0;
  195. }