main.cpp 9.7 KB

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  1. // dear imgui - standalone example application for DirectX 11
  2. // If you are new to dear 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_dx11.h"
  6. #include <d3d11.h>
  7. #define DIRECTINPUT_VERSION 0x0800
  8. #include <dinput.h>
  9. #include <tchar.h>
  10. // Data
  11. static ID3D11Device* g_pd3dDevice = NULL;
  12. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  13. static IDXGISwapChain* g_pSwapChain = NULL;
  14. static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
  15. // Forward declarations of helper functions
  16. bool CreateDeviceD3D(HWND hWnd);
  17. void CleanupDeviceD3D();
  18. void CreateRenderTarget();
  19. void CleanupRenderTarget();
  20. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  21. // Main code
  22. int main(int, char**)
  23. {
  24. // Create application window
  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. // Setup Dear ImGui style
  45. ImGui::StyleColorsDark();
  46. //ImGui::StyleColorsClassic();
  47. // Setup Platform/Renderer bindings
  48. ImGui_ImplWin32_Init(hwnd);
  49. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  50. // Load Fonts
  51. // - 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.
  52. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  53. // - 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).
  54. // - 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.
  55. // - Read 'docs/FONTS.txt' for more instructions and details.
  56. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  57. //io.Fonts->AddFontDefault();
  58. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  59. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  60. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  61. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  62. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  63. //IM_ASSERT(font != NULL);
  64. // Our state
  65. bool show_demo_window = true;
  66. bool show_another_window = false;
  67. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  68. // Main loop
  69. MSG msg;
  70. ZeroMemory(&msg, sizeof(msg));
  71. while (msg.message != WM_QUIT)
  72. {
  73. // Poll and handle messages (inputs, window resize, etc.)
  74. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  75. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  76. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  77. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  78. if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  79. {
  80. ::TranslateMessage(&msg);
  81. ::DispatchMessage(&msg);
  82. continue;
  83. }
  84. // Start the Dear ImGui frame
  85. ImGui_ImplDX11_NewFrame();
  86. ImGui_ImplWin32_NewFrame();
  87. ImGui::NewFrame();
  88. // 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!).
  89. if (show_demo_window)
  90. ImGui::ShowDemoWindow(&show_demo_window);
  91. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  92. {
  93. static float f = 0.0f;
  94. static int counter = 0;
  95. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  96. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  97. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  98. ImGui::Checkbox("Another Window", &show_another_window);
  99. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  100. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  101. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  102. counter++;
  103. ImGui::SameLine();
  104. ImGui::Text("counter = %d", counter);
  105. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  106. ImGui::End();
  107. }
  108. // 3. Show another simple window.
  109. if (show_another_window)
  110. {
  111. 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)
  112. ImGui::Text("Hello from another window!");
  113. if (ImGui::Button("Close Me"))
  114. show_another_window = false;
  115. ImGui::End();
  116. }
  117. // Rendering
  118. ImGui::Render();
  119. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  120. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
  121. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  122. g_pSwapChain->Present(1, 0); // Present with vsync
  123. //g_pSwapChain->Present(0, 0); // Present without vsync
  124. }
  125. // Cleanup
  126. ImGui_ImplDX11_Shutdown();
  127. ImGui_ImplWin32_Shutdown();
  128. ImGui::DestroyContext();
  129. CleanupDeviceD3D();
  130. ::DestroyWindow(hwnd);
  131. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  132. return 0;
  133. }
  134. // Helper functions
  135. bool CreateDeviceD3D(HWND hWnd)
  136. {
  137. // Setup swap chain
  138. DXGI_SWAP_CHAIN_DESC sd;
  139. ZeroMemory(&sd, sizeof(sd));
  140. sd.BufferCount = 2;
  141. sd.BufferDesc.Width = 0;
  142. sd.BufferDesc.Height = 0;
  143. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  144. sd.BufferDesc.RefreshRate.Numerator = 60;
  145. sd.BufferDesc.RefreshRate.Denominator = 1;
  146. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  147. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  148. sd.OutputWindow = hWnd;
  149. sd.SampleDesc.Count = 1;
  150. sd.SampleDesc.Quality = 0;
  151. sd.Windowed = TRUE;
  152. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  153. UINT createDeviceFlags = 0;
  154. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  155. D3D_FEATURE_LEVEL featureLevel;
  156. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  157. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  158. return false;
  159. CreateRenderTarget();
  160. return true;
  161. }
  162. void CleanupDeviceD3D()
  163. {
  164. CleanupRenderTarget();
  165. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  166. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  167. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  168. }
  169. void CreateRenderTarget()
  170. {
  171. ID3D11Texture2D* pBackBuffer;
  172. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  173. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  174. pBackBuffer->Release();
  175. }
  176. void CleanupRenderTarget()
  177. {
  178. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  179. }
  180. // Forward declare message handler from imgui_impl_win32.cpp
  181. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  182. // Win32 message handler
  183. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  184. {
  185. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  186. return true;
  187. switch (msg)
  188. {
  189. case WM_SIZE:
  190. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  191. {
  192. CleanupRenderTarget();
  193. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  194. CreateRenderTarget();
  195. }
  196. return 0;
  197. case WM_SYSCOMMAND:
  198. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  199. return 0;
  200. break;
  201. case WM_DESTROY:
  202. ::PostQuitMessage(0);
  203. return 0;
  204. }
  205. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  206. }