main.cpp 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258
  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. // Learn about Dear ImGui:
  4. // - FAQ https://dearimgui.com/faq
  5. // - Getting Started https://dearimgui.com/getting-started
  6. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  7. // - Introduction, links and more at the top of imgui.cpp
  8. #include "imgui.h"
  9. #include "imgui_impl_sdl2.h"
  10. #include "imgui_impl_dx11.h"
  11. #include <d3d11.h>
  12. #include <stdio.h>
  13. #include <SDL.h>
  14. #include <SDL_syswm.h>
  15. // Data
  16. static ID3D11Device* g_pd3dDevice = nullptr;
  17. static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
  18. static IDXGISwapChain* g_pSwapChain = nullptr;
  19. static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
  20. // Forward declarations of helper functions
  21. bool CreateDeviceD3D(HWND hWnd);
  22. void CleanupDeviceD3D();
  23. void CreateRenderTarget();
  24. void CleanupRenderTarget();
  25. // Main code
  26. int main(int, char**)
  27. {
  28. // Setup SDL
  29. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  30. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
  31. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  32. {
  33. printf("Error: %s\n", SDL_GetError());
  34. return -1;
  35. }
  36. // From 2.0.18: Enable native IME.
  37. #ifdef SDL_HINT_IME_SHOW_UI
  38. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  39. #endif
  40. // Setup window
  41. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  42. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  43. SDL_SysWMinfo wmInfo;
  44. SDL_VERSION(&wmInfo.version);
  45. SDL_GetWindowWMInfo(window, &wmInfo);
  46. HWND hwnd = (HWND)wmInfo.info.win.window;
  47. // Initialize Direct3D
  48. if (!CreateDeviceD3D(hwnd))
  49. {
  50. CleanupDeviceD3D();
  51. return 1;
  52. }
  53. // Setup Dear ImGui context
  54. IMGUI_CHECKVERSION();
  55. ImGui::CreateContext();
  56. ImGuiIO& io = ImGui::GetIO(); (void)io;
  57. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  58. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  59. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  60. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  61. //io.ConfigViewportsNoAutoMerge = true;
  62. //io.ConfigViewportsNoTaskBarIcon = true;
  63. // Setup Dear ImGui style
  64. ImGui::StyleColorsDark();
  65. //ImGui::StyleColorsLight();
  66. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  67. ImGuiStyle& style = ImGui::GetStyle();
  68. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  69. {
  70. style.WindowRounding = 0.0f;
  71. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  72. }
  73. // Setup Platform/Renderer backends
  74. ImGui_ImplSDL2_InitForD3D(window);
  75. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  76. // Load Fonts
  77. // - 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.
  78. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  79. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  80. // - 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.
  81. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  82. // - Read 'docs/FONTS.md' for more instructions and details.
  83. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  84. //io.Fonts->AddFontDefault();
  85. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  86. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  87. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  88. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  89. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  90. //IM_ASSERT(font != nullptr);
  91. // Our state
  92. bool show_demo_window = true;
  93. bool show_another_window = false;
  94. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  95. // Main loop
  96. bool done = false;
  97. while (!done)
  98. {
  99. // Poll and handle events (inputs, window resize, etc.)
  100. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  101. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  102. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  103. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  104. SDL_Event event;
  105. while (SDL_PollEvent(&event))
  106. {
  107. ImGui_ImplSDL2_ProcessEvent(&event);
  108. if (event.type == SDL_QUIT)
  109. done = true;
  110. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  111. done = true;
  112. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
  113. {
  114. // Release all outstanding references to the swap chain's buffers before resizing.
  115. CleanupRenderTarget();
  116. g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
  117. CreateRenderTarget();
  118. }
  119. }
  120. // Start the Dear ImGui frame
  121. ImGui_ImplDX11_NewFrame();
  122. ImGui_ImplSDL2_NewFrame();
  123. ImGui::NewFrame();
  124. // 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!).
  125. if (show_demo_window)
  126. ImGui::ShowDemoWindow(&show_demo_window);
  127. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  128. {
  129. static float f = 0.0f;
  130. static int counter = 0;
  131. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  132. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  133. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  134. ImGui::Checkbox("Another Window", &show_another_window);
  135. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  136. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  137. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  138. counter++;
  139. ImGui::SameLine();
  140. ImGui::Text("counter = %d", counter);
  141. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  142. ImGui::End();
  143. }
  144. // 3. Show another simple window.
  145. if (show_another_window)
  146. {
  147. 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)
  148. ImGui::Text("Hello from another window!");
  149. if (ImGui::Button("Close Me"))
  150. show_another_window = false;
  151. ImGui::End();
  152. }
  153. // Rendering
  154. ImGui::Render();
  155. 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 };
  156. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
  157. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
  158. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  159. // Update and Render additional Platform Windows
  160. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  161. {
  162. ImGui::UpdatePlatformWindows();
  163. ImGui::RenderPlatformWindowsDefault();
  164. }
  165. g_pSwapChain->Present(1, 0); // Present with vsync
  166. //g_pSwapChain->Present(0, 0); // Present without vsync
  167. }
  168. // Cleanup
  169. ImGui_ImplDX11_Shutdown();
  170. ImGui_ImplSDL2_Shutdown();
  171. ImGui::DestroyContext();
  172. CleanupDeviceD3D();
  173. SDL_DestroyWindow(window);
  174. SDL_Quit();
  175. return 0;
  176. }
  177. // Helper functions to use DirectX11
  178. bool CreateDeviceD3D(HWND hWnd)
  179. {
  180. // Setup swap chain
  181. DXGI_SWAP_CHAIN_DESC sd;
  182. ZeroMemory(&sd, sizeof(sd));
  183. sd.BufferCount = 2;
  184. sd.BufferDesc.Width = 0;
  185. sd.BufferDesc.Height = 0;
  186. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  187. sd.BufferDesc.RefreshRate.Numerator = 60;
  188. sd.BufferDesc.RefreshRate.Denominator = 1;
  189. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  190. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  191. sd.OutputWindow = hWnd;
  192. sd.SampleDesc.Count = 1;
  193. sd.SampleDesc.Quality = 0;
  194. sd.Windowed = TRUE;
  195. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  196. UINT createDeviceFlags = 0;
  197. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  198. D3D_FEATURE_LEVEL featureLevel;
  199. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  200. if (D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  201. return false;
  202. CreateRenderTarget();
  203. return true;
  204. }
  205. void CleanupDeviceD3D()
  206. {
  207. CleanupRenderTarget();
  208. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
  209. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
  210. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
  211. }
  212. void CreateRenderTarget()
  213. {
  214. ID3D11Texture2D* pBackBuffer;
  215. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  216. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
  217. pBackBuffer->Release();
  218. }
  219. void CleanupRenderTarget()
  220. {
  221. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
  222. }