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. static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  21. {
  22. size_t total_vtx_count = 0;
  23. for (int n = 0; n < cmd_lists_count; n++)
  24. total_vtx_count += cmd_lists[n]->vtx_buffer.size();
  25. if (total_vtx_count == 0)
  26. return;
  27. ImVector<ImVec4> clip_rect_stack;
  28. clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));
  29. // Setup orthographic projection
  30. // Set up world matrix
  31. D3DXMATRIXA16 mat;
  32. D3DXMatrixIdentity(&mat);
  33. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
  34. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
  35. D3DXMatrixOrthoOffCenterLH(&mat, 0.0f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 0.0f, -1.0f, +1.0f);
  36. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
  37. D3DSURFACE_DESC texture_desc;
  38. g_pTexture->GetLevelDesc(0, &texture_desc);
  39. // Fill the vertex buffer
  40. CUSTOMVERTEX* vtx_dst;
  41. if (g_pVB->Lock(0, total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  42. return;
  43. for (int n = 0; n < cmd_lists_count; n++)
  44. {
  45. const ImDrawList* cmd_list = cmd_lists[n];
  46. if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty())
  47. continue;
  48. const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
  49. for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
  50. {
  51. vtx_dst->position.x = vtx_src->pos.x;
  52. vtx_dst->position.y = vtx_src->pos.y;
  53. vtx_dst->position.z = 0.0f;
  54. vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
  55. vtx_dst->tu = vtx_src->uv.x;
  56. vtx_dst->tv = vtx_src->uv.y;
  57. vtx_dst++;
  58. vtx_src++;
  59. }
  60. }
  61. g_pVB->Unlock();
  62. g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
  63. g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
  64. // Setup render state: alpha-blending enabled, no face culling, no depth testing
  65. g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
  66. g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
  67. g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
  68. g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
  69. g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
  70. g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
  71. g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
  72. g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
  73. g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
  74. // Setup texture
  75. g_pd3dDevice->SetTexture( 0, g_pTexture );
  76. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
  77. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  78. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  79. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  80. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  81. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
  82. int vtx_consumed = 0; // offset in vertex buffer. each command consume ImDrawCmd::vtx_count of those
  83. bool clip_rect_dirty = true;
  84. for (int n = 0; n < cmd_lists_count; n++)
  85. {
  86. const ImDrawList* cmd_list = cmd_lists[n];
  87. if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty())
  88. continue;
  89. const ImDrawCmd* pcmd = &cmd_list->commands.front();
  90. const ImDrawCmd* pcmd_end = &cmd_list->commands.back();
  91. int clip_rect_buf_consumed = 0; // offset in cmd_list->clip_rect_buffer. each PushClipRect command consume 1 of those.
  92. while (pcmd <= pcmd_end)
  93. {
  94. const ImDrawCmd& cmd = *pcmd++;
  95. switch (cmd.cmd_type)
  96. {
  97. case ImDrawCmdType_DrawTriangleList:
  98. if (clip_rect_dirty)
  99. {
  100. const ImVec4& clip_rect = clip_rect_stack.back();
  101. const RECT r = { (LONG)clip_rect.x, (LONG)clip_rect.y, (LONG)clip_rect.z, (LONG)clip_rect.w };
  102. g_pd3dDevice->SetScissorRect(&r);
  103. clip_rect_dirty = false;
  104. }
  105. g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_consumed, cmd.vtx_count/3);
  106. vtx_consumed += cmd.vtx_count;
  107. break;
  108. case ImDrawCmdType_PushClipRect:
  109. clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_consumed++]);
  110. clip_rect_dirty = true;
  111. break;
  112. case ImDrawCmdType_PopClipRect:
  113. clip_rect_stack.pop_back();
  114. clip_rect_dirty = true;
  115. break;
  116. }
  117. }
  118. }
  119. }
  120. // Get text data in Win32 clipboard
  121. static const char* ImImpl_GetClipboardTextFn()
  122. {
  123. static char* buf_local = NULL;
  124. if (buf_local)
  125. {
  126. free(buf_local);
  127. buf_local = NULL;
  128. }
  129. if (!OpenClipboard(NULL))
  130. return NULL;
  131. HANDLE buf_handle = GetClipboardData(CF_TEXT);
  132. if (buf_handle == NULL)
  133. return NULL;
  134. if (char* buf_global = (char*)GlobalLock(buf_handle))
  135. buf_local = strdup(buf_global);
  136. GlobalUnlock(buf_handle);
  137. CloseClipboard();
  138. return buf_local;
  139. }
  140. // Set text data in Win32 clipboard
  141. static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
  142. {
  143. if (!OpenClipboard(NULL))
  144. return;
  145. if (!text_end)
  146. text_end = text + strlen(text);
  147. const int buf_length = (text_end - text) + 1;
  148. HGLOBAL buf_handle = GlobalAlloc(GMEM_MOVEABLE, buf_length * sizeof(char));
  149. if (buf_handle == NULL)
  150. return;
  151. char* buf_global = (char *)GlobalLock(buf_handle);
  152. memcpy(buf_global, text, text_end - text);
  153. buf_global[text_end - text] = 0;
  154. GlobalUnlock(buf_handle);
  155. EmptyClipboard();
  156. SetClipboardData(CF_TEXT, buf_handle);
  157. CloseClipboard();
  158. }
  159. HRESULT InitD3D(HWND hWnd)
  160. {
  161. if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
  162. return E_FAIL;
  163. D3DPRESENT_PARAMETERS d3dpp;
  164. ZeroMemory(&d3dpp, sizeof(d3dpp));
  165. d3dpp.Windowed = TRUE;
  166. d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  167. d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  168. d3dpp.EnableAutoDepthStencil = TRUE;
  169. d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  170. d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  171. // Create the D3DDevice
  172. if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
  173. return E_FAIL;
  174. return S_OK;
  175. }
  176. void Cleanup()
  177. {
  178. if (g_pTexture != NULL)
  179. g_pTexture->Release();
  180. if (g_pd3dDevice != NULL)
  181. g_pd3dDevice->Release();
  182. if (g_pD3D != NULL)
  183. g_pD3D->Release();
  184. }
  185. LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  186. {
  187. ImGuiIO& io = ImGui::GetIO();
  188. switch (msg)
  189. {
  190. case WM_LBUTTONDOWN:
  191. io.MouseDown[0] = true;
  192. return true;
  193. case WM_LBUTTONUP:
  194. io.MouseDown[0] = false;
  195. return true;
  196. case WM_RBUTTONDOWN:
  197. io.MouseDown[1] = true;
  198. return true;
  199. case WM_RBUTTONUP:
  200. io.MouseDown[1] = false;
  201. return true;
  202. case WM_MOUSEWHEEL:
  203. // Mouse wheel: -1,0,+1
  204. io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
  205. return true;
  206. case WM_MOUSEMOVE:
  207. // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  208. io.MousePos.x = (signed short)(lParam);
  209. io.MousePos.y = (signed short)(lParam >> 16);
  210. return true;
  211. case WM_CHAR:
  212. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  213. if (wParam > 1 && wParam < 256)
  214. io.AddInputCharacter((char)wParam);
  215. return true;
  216. case WM_DESTROY:
  217. {
  218. Cleanup();
  219. PostQuitMessage(0);
  220. return 0;
  221. }
  222. }
  223. return DefWindowProc(hWnd, msg, wParam, lParam);
  224. }
  225. void InitImGui()
  226. {
  227. RECT rect;
  228. GetClientRect(hWnd, &rect);
  229. ImGuiIO& io = ImGui::GetIO();
  230. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
  231. 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)
  232. io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
  233. 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.
  234. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  235. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  236. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  237. io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
  238. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  239. io.KeyMap[ImGuiKey_End] = VK_END;
  240. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  241. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  242. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  243. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  244. io.KeyMap[ImGuiKey_A] = 'A';
  245. io.KeyMap[ImGuiKey_C] = 'C';
  246. io.KeyMap[ImGuiKey_V] = 'V';
  247. io.KeyMap[ImGuiKey_X] = 'X';
  248. io.KeyMap[ImGuiKey_Y] = 'Y';
  249. io.KeyMap[ImGuiKey_Z] = 'Z';
  250. io.RenderDrawListsFn = ImImpl_RenderDrawLists;
  251. io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
  252. io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
  253. // Create the vertex buffer
  254. if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
  255. {
  256. IM_ASSERT(0);
  257. return;
  258. }
  259. // Load font texture
  260. const void* png_data;
  261. unsigned int png_size;
  262. ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
  263. if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0)
  264. {
  265. IM_ASSERT(0);
  266. return;
  267. }
  268. }
  269. int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
  270. {
  271. // Register the window class
  272. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
  273. RegisterClassEx(&wc);
  274. // Create the application's window
  275. hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  276. INT64 ticks_per_second, time;
  277. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
  278. return 1;
  279. if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
  280. return 1;
  281. // Initialize Direct3D
  282. if (InitD3D(hWnd) >= 0)
  283. {
  284. // Show the window
  285. ShowWindow(hWnd, SW_SHOWDEFAULT);
  286. UpdateWindow(hWnd);
  287. InitImGui();
  288. // Enter the message loop
  289. MSG msg;
  290. ZeroMemory(&msg, sizeof(msg));
  291. while (msg.message != WM_QUIT)
  292. {
  293. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  294. {
  295. TranslateMessage(&msg);
  296. DispatchMessage(&msg);
  297. continue;
  298. }
  299. // 1) ImGui start frame, setup time delta & inputs
  300. ImGuiIO& io = ImGui::GetIO();
  301. INT64 current_time;
  302. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  303. io.DeltaTime = (float)(current_time - time) / ticks_per_second;
  304. time = current_time;
  305. BYTE keystate[256];
  306. GetKeyboardState(keystate);
  307. for (int i = 0; i < 256; i++)
  308. io.KeysDown[i] = (keystate[i] & 0x80) != 0;
  309. io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
  310. io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
  311. // io.MousePos : filled by WM_MOUSEMOVE event
  312. // io.MouseDown : filled by WM_*BUTTON* events
  313. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  314. ImGui::NewFrame();
  315. // 2) ImGui usage
  316. static bool show_test_window = true;
  317. static bool show_another_window = false;
  318. static float f;
  319. ImGui::Text("Hello, world!");
  320. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  321. show_test_window ^= ImGui::Button("Test Window");
  322. show_another_window ^= ImGui::Button("Another Window");
  323. // Calculate and show framerate
  324. static float ms_per_frame[120] = { 0 };
  325. static int ms_per_frame_idx = 0;
  326. static float ms_per_frame_accum = 0.0f;
  327. ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
  328. ms_per_frame[ms_per_frame_idx] = io.DeltaTime * 1000.0f;
  329. ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
  330. ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
  331. const float ms_per_frame_avg = ms_per_frame_accum / 120;
  332. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
  333. if (show_test_window)
  334. {
  335. // More example code in ShowTestWindow()
  336. 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!
  337. ImGui::ShowTestWindow(&show_test_window);
  338. }
  339. if (show_another_window)
  340. {
  341. ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
  342. ImGui::Text("Hello");
  343. ImGui::End();
  344. }
  345. // 3) Render
  346. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  347. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
  348. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
  349. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0); // Clear the backbuffer and the zbuffer
  350. if (g_pd3dDevice->BeginScene() >= 0)
  351. {
  352. ImGui::Render();
  353. g_pd3dDevice->EndScene();
  354. }
  355. g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  356. }
  357. ImGui::Shutdown();
  358. }
  359. if (g_pVB)
  360. g_pVB->Release();
  361. UnregisterClass(L"ImGui Example", wc.hInstance);
  362. return 0;
  363. }