main.cpp 13 KB

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  1. #include <windows.h>
  2. #include <mmsystem.h>
  3. #include <d3dx9.h>
  4. #define DIRECTINPUT_VERSION 0x0800
  5. #include <dinput.h>
  6. #include "../../imgui.h"
  7. #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
  8. static HWND hWnd;
  9. static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
  10. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
  11. static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
  12. static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
  13. struct CUSTOMVERTEX
  14. {
  15. D3DXVECTOR3 position;
  16. D3DCOLOR color;
  17. float tu, tv;
  18. };
  19. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  20. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  21. // If text or lines are blurry when integrating ImGui in your engine:
  22. // - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
  23. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  24. static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  25. {
  26. size_t total_vtx_count = 0;
  27. for (int n = 0; n < cmd_lists_count; n++)
  28. total_vtx_count += cmd_lists[n]->vtx_buffer.size();
  29. if (total_vtx_count == 0)
  30. return;
  31. // Copy and convert all vertices into a single contiguous buffer
  32. CUSTOMVERTEX* vtx_dst;
  33. if (g_pVB->Lock(0, total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  34. return;
  35. for (int n = 0; n < cmd_lists_count; n++)
  36. {
  37. const ImDrawList* cmd_list = cmd_lists[n];
  38. const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
  39. for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
  40. {
  41. vtx_dst->position.x = vtx_src->pos.x;
  42. vtx_dst->position.y = vtx_src->pos.y;
  43. vtx_dst->position.z = 0.0f;
  44. vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
  45. vtx_dst->tu = vtx_src->uv.x;
  46. vtx_dst->tv = vtx_src->uv.y;
  47. vtx_dst++;
  48. vtx_src++;
  49. }
  50. }
  51. g_pVB->Unlock();
  52. g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
  53. g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
  54. // Setup render state: alpha-blending, no face culling, no depth testing
  55. g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
  56. g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
  57. g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
  58. g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
  59. g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
  60. g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
  61. g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
  62. g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
  63. g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
  64. // Setup texture
  65. g_pd3dDevice->SetTexture( 0, g_pTexture );
  66. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
  67. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  68. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  69. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  70. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  71. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
  72. // Setup orthographic projection matrix
  73. D3DXMATRIXA16 mat;
  74. D3DXMatrixIdentity(&mat);
  75. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
  76. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
  77. D3DXMatrixOrthoOffCenterLH(&mat, 0.0f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 0.0f, -1.0f, +1.0f);
  78. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
  79. // Render command lists
  80. int vtx_offset = 0;
  81. for (int n = 0; n < cmd_lists_count; n++)
  82. {
  83. // Render command list
  84. const ImDrawList* cmd_list = cmd_lists[n];
  85. const ImDrawCmd* pcmd_end = cmd_list->commands.end();
  86. for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
  87. {
  88. const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
  89. g_pd3dDevice->SetScissorRect(&r);
  90. g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
  91. vtx_offset += pcmd->vtx_count;
  92. }
  93. }
  94. }
  95. HRESULT InitD3D(HWND hWnd)
  96. {
  97. if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
  98. return E_FAIL;
  99. D3DPRESENT_PARAMETERS d3dpp;
  100. ZeroMemory(&d3dpp, sizeof(d3dpp));
  101. d3dpp.Windowed = TRUE;
  102. d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  103. d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  104. d3dpp.EnableAutoDepthStencil = TRUE;
  105. d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  106. d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  107. // Create the D3DDevice
  108. if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
  109. return E_FAIL;
  110. return S_OK;
  111. }
  112. void Cleanup()
  113. {
  114. if (g_pTexture != NULL)
  115. g_pTexture->Release();
  116. if (g_pd3dDevice != NULL)
  117. g_pd3dDevice->Release();
  118. if (g_pD3D != NULL)
  119. g_pD3D->Release();
  120. }
  121. LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  122. {
  123. ImGuiIO& io = ImGui::GetIO();
  124. switch (msg)
  125. {
  126. case WM_LBUTTONDOWN:
  127. io.MouseDown[0] = true;
  128. return true;
  129. case WM_LBUTTONUP:
  130. io.MouseDown[0] = false;
  131. return true;
  132. case WM_RBUTTONDOWN:
  133. io.MouseDown[1] = true;
  134. return true;
  135. case WM_RBUTTONUP:
  136. io.MouseDown[1] = false;
  137. return true;
  138. case WM_MOUSEWHEEL:
  139. // Mouse wheel: -1,0,+1
  140. io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
  141. return true;
  142. case WM_MOUSEMOVE:
  143. // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  144. io.MousePos.x = (signed short)(lParam);
  145. io.MousePos.y = (signed short)(lParam >> 16);
  146. return true;
  147. case WM_CHAR:
  148. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  149. if (wParam > 1 && wParam < 256)
  150. io.AddInputCharacter((char)wParam);
  151. return true;
  152. case WM_DESTROY:
  153. {
  154. Cleanup();
  155. PostQuitMessage(0);
  156. return 0;
  157. }
  158. }
  159. return DefWindowProc(hWnd, msg, wParam, lParam);
  160. }
  161. void InitImGui()
  162. {
  163. RECT rect;
  164. GetClientRect(hWnd, &rect);
  165. ImGuiIO& io = ImGui::GetIO();
  166. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
  167. io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
  168. io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
  169. io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
  170. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  171. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  172. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  173. io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
  174. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  175. io.KeyMap[ImGuiKey_End] = VK_END;
  176. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  177. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  178. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  179. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  180. io.KeyMap[ImGuiKey_A] = 'A';
  181. io.KeyMap[ImGuiKey_C] = 'C';
  182. io.KeyMap[ImGuiKey_V] = 'V';
  183. io.KeyMap[ImGuiKey_X] = 'X';
  184. io.KeyMap[ImGuiKey_Y] = 'Y';
  185. io.KeyMap[ImGuiKey_Z] = 'Z';
  186. io.RenderDrawListsFn = ImImpl_RenderDrawLists;
  187. // Create the vertex buffer
  188. if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
  189. {
  190. IM_ASSERT(0);
  191. return;
  192. }
  193. // Load font texture
  194. const void* png_data;
  195. unsigned int png_size;
  196. ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
  197. if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0)
  198. {
  199. IM_ASSERT(0);
  200. return;
  201. }
  202. }
  203. INT64 ticks_per_second = 0;
  204. INT64 time = 0;
  205. void UpdateImGui()
  206. {
  207. ImGuiIO& io = ImGui::GetIO();
  208. // Setup timestep
  209. INT64 current_time;
  210. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  211. io.DeltaTime = (float)(current_time - time) / ticks_per_second;
  212. time = current_time;
  213. // Setup inputs
  214. // (we already got mouse position, buttons, wheel from the window message callback)
  215. BYTE keystate[256];
  216. GetKeyboardState(keystate);
  217. for (int i = 0; i < 256; i++)
  218. io.KeysDown[i] = (keystate[i] & 0x80) != 0;
  219. io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
  220. io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
  221. // io.MousePos : filled by WM_MOUSEMOVE event
  222. // io.MouseDown : filled by WM_*BUTTON* events
  223. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  224. // Start the frame
  225. ImGui::NewFrame();
  226. }
  227. int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
  228. {
  229. // Register the window class
  230. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
  231. RegisterClassEx(&wc);
  232. // Create the application's window
  233. hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  234. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
  235. return 1;
  236. if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
  237. return 1;
  238. // Initialize Direct3D
  239. if (InitD3D(hWnd) < 0)
  240. {
  241. if (g_pVB)
  242. g_pVB->Release();
  243. UnregisterClass(L"ImGui Example", wc.hInstance);
  244. return 1;
  245. }
  246. // Show the window
  247. ShowWindow(hWnd, SW_SHOWDEFAULT);
  248. UpdateWindow(hWnd);
  249. InitImGui();
  250. // Enter the message loop
  251. MSG msg;
  252. ZeroMemory(&msg, sizeof(msg));
  253. while (msg.message != WM_QUIT)
  254. {
  255. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  256. {
  257. TranslateMessage(&msg);
  258. DispatchMessage(&msg);
  259. continue;
  260. }
  261. UpdateImGui();
  262. // Create a simple window
  263. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  264. static bool show_test_window = true;
  265. static bool show_another_window = false;
  266. static float f;
  267. ImGui::Text("Hello, world!");
  268. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  269. show_test_window ^= ImGui::Button("Test Window");
  270. show_another_window ^= ImGui::Button("Another Window");
  271. // Calculate and show framerate
  272. static float ms_per_frame[120] = { 0 };
  273. static int ms_per_frame_idx = 0;
  274. static float ms_per_frame_accum = 0.0f;
  275. ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
  276. ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
  277. ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
  278. ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
  279. const float ms_per_frame_avg = ms_per_frame_accum / 120;
  280. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
  281. // Show the ImGui test window
  282. // Most of user example code is in ImGui::ShowTestWindow()
  283. if (show_test_window)
  284. {
  285. ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
  286. ImGui::ShowTestWindow(&show_test_window);
  287. }
  288. // Show another simple window
  289. if (show_another_window)
  290. {
  291. ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
  292. ImGui::Text("Hello");
  293. ImGui::End();
  294. }
  295. // Rendering
  296. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  297. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
  298. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
  299. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0);
  300. if (g_pd3dDevice->BeginScene() >= 0)
  301. {
  302. ImGui::Render();
  303. g_pd3dDevice->EndScene();
  304. }
  305. g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  306. }
  307. ImGui::Shutdown();
  308. if (g_pVB)
  309. g_pVB->Release();
  310. UnregisterClass(L"ImGui Example", wc.hInstance);
  311. return 0;
  312. }