main.cpp 11 KB

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  1. // ImGui - standalone example application for DirectX 11
  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_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. void CreateRenderTarget()
  16. {
  17. ID3D11Texture2D* pBackBuffer;
  18. g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
  19. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  20. pBackBuffer->Release();
  21. }
  22. void CleanupRenderTarget()
  23. {
  24. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  25. }
  26. HRESULT CreateDeviceD3D(HWND hWnd)
  27. {
  28. // Setup swap chain
  29. DXGI_SWAP_CHAIN_DESC sd;
  30. ZeroMemory(&sd, sizeof(sd));
  31. sd.BufferCount = 2;
  32. sd.BufferDesc.Width = 0;
  33. sd.BufferDesc.Height = 0;
  34. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  35. sd.BufferDesc.RefreshRate.Numerator = 60;
  36. sd.BufferDesc.RefreshRate.Denominator = 1;
  37. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  38. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  39. sd.OutputWindow = hWnd;
  40. sd.SampleDesc.Count = 1;
  41. sd.SampleDesc.Quality = 0;
  42. sd.Windowed = TRUE;
  43. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  44. UINT createDeviceFlags = 0;
  45. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  46. D3D_FEATURE_LEVEL featureLevel;
  47. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  48. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  49. return E_FAIL;
  50. CreateRenderTarget();
  51. return S_OK;
  52. }
  53. void CleanupDeviceD3D()
  54. {
  55. CleanupRenderTarget();
  56. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  57. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  58. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  59. }
  60. #ifndef WM_DPICHANGED
  61. #define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
  62. #endif
  63. extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  64. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  65. {
  66. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  67. return true;
  68. switch (msg)
  69. {
  70. case WM_SIZE:
  71. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  72. {
  73. ImGui_ImplDX11_InvalidateDeviceObjects();
  74. CleanupRenderTarget();
  75. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  76. CreateRenderTarget();
  77. ImGui_ImplDX11_CreateDeviceObjects();
  78. }
  79. return 0;
  80. case WM_SYSCOMMAND:
  81. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  82. return 0;
  83. break;
  84. case WM_DESTROY:
  85. PostQuitMessage(0);
  86. return 0;
  87. case WM_DPICHANGED:
  88. if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
  89. {
  90. //const int dpi = HIWORD(wParam);
  91. //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
  92. const RECT* suggested_rect = (RECT*)lParam;
  93. ::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
  94. }
  95. break;
  96. }
  97. return DefWindowProc(hWnd, msg, wParam, lParam);
  98. }
  99. int main(int, char**)
  100. {
  101. ImGui_ImplWin32_EnableDpiAwareness();
  102. // Create application window
  103. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  104. RegisterClassEx(&wc);
  105. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  106. // Initialize Direct3D
  107. if (CreateDeviceD3D(hwnd) < 0)
  108. {
  109. CleanupDeviceD3D();
  110. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  111. return 1;
  112. }
  113. // Show the window
  114. ShowWindow(hwnd, SW_SHOWDEFAULT);
  115. UpdateWindow(hwnd);
  116. // Setup Dear ImGui binding
  117. IMGUI_CHECKVERSION();
  118. ImGui::CreateContext();
  119. ImGuiIO& io = ImGui::GetIO(); (void)io;
  120. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
  121. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
  122. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
  123. io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts;
  124. io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports;
  125. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  126. ImGui_ImplWin32_Init(hwnd);
  127. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  128. // Setup style
  129. ImGui::GetStyle().WindowRounding = 0.0f;
  130. ImGui::StyleColorsDark();
  131. //ImGui::StyleColorsClassic();
  132. // Load Fonts
  133. // - 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.
  134. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  135. // - 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).
  136. // - 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.
  137. // - Read 'misc/fonts/README.txt' for more instructions and details.
  138. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  139. //io.Fonts->AddFontDefault();
  140. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  141. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  142. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  143. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  144. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  145. //IM_ASSERT(font != NULL);
  146. bool show_demo_window = true;
  147. bool show_another_window = false;
  148. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  149. // Main loop
  150. MSG msg;
  151. ZeroMemory(&msg, sizeof(msg));
  152. while (msg.message != WM_QUIT)
  153. {
  154. // Poll and handle messages (inputs, window resize, etc.)
  155. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  156. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  157. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  158. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  159. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  160. {
  161. TranslateMessage(&msg);
  162. DispatchMessage(&msg);
  163. continue;
  164. }
  165. // Start the ImGui frame
  166. ImGui_ImplDX11_NewFrame();
  167. ImGui_ImplWin32_NewFrame();
  168. ImGui::NewFrame();
  169. // 1. Show a simple window.
  170. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  171. {
  172. static float f = 0.0f;
  173. static int counter = 0;
  174. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  175. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  176. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  177. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  178. ImGui::Checkbox("Another Window", &show_another_window);
  179. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  180. counter++;
  181. ImGui::SameLine();
  182. ImGui::Text("counter = %d", counter);
  183. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  184. }
  185. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  186. if (show_another_window)
  187. {
  188. ImGui::Begin("Another Window", &show_another_window);
  189. ImGui::Text("Hello from another window!");
  190. if (ImGui::Button("Close Me"))
  191. show_another_window = false;
  192. ImGui::End();
  193. }
  194. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  195. if (show_demo_window)
  196. {
  197. 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!
  198. ImGui::ShowDemoWindow(&show_demo_window);
  199. }
  200. // Rendering
  201. ImGui::Render();
  202. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  203. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
  204. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  205. // Update and Render additional Platform Windows
  206. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  207. {
  208. ImGui::UpdatePlatformWindows();
  209. ImGui::RenderPlatformWindowsDefault();
  210. }
  211. g_pSwapChain->Present(1, 0); // Present with vsync
  212. //g_pSwapChain->Present(0, 0); // Present without vsync
  213. }
  214. ImGui_ImplDX11_Shutdown();
  215. ImGui_ImplWin32_Shutdown();
  216. ImGui::DestroyContext();
  217. CleanupDeviceD3D();
  218. DestroyWindow(hwnd);
  219. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  220. return 0;
  221. }