main.cpp 8.9 KB

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  1. // ImGui - standalone example application for DirectX 9
  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_dx9.h"
  5. #include "imgui_impl_win32.h"
  6. #include <d3d9.h>
  7. #define DIRECTINPUT_VERSION 0x0800
  8. #include <dinput.h>
  9. #include <tchar.h>
  10. // Data
  11. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  12. static D3DPRESENT_PARAMETERS g_d3dpp;
  13. extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  14. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  15. {
  16. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  17. return true;
  18. switch (msg)
  19. {
  20. case WM_SIZE:
  21. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  22. {
  23. ImGui_ImplDX9_InvalidateDeviceObjects();
  24. g_d3dpp.BackBufferWidth = LOWORD(lParam);
  25. g_d3dpp.BackBufferHeight = HIWORD(lParam);
  26. HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
  27. if (hr == D3DERR_INVALIDCALL)
  28. IM_ASSERT(0);
  29. ImGui_ImplDX9_CreateDeviceObjects();
  30. }
  31. return 0;
  32. case WM_SYSCOMMAND:
  33. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  34. return 0;
  35. break;
  36. case WM_DESTROY:
  37. PostQuitMessage(0);
  38. return 0;
  39. }
  40. return DefWindowProc(hWnd, msg, wParam, lParam);
  41. }
  42. int main(int, char**)
  43. {
  44. // Create application window
  45. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  46. RegisterClassEx(&wc);
  47. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  48. // Initialize Direct3D
  49. LPDIRECT3D9 pD3D;
  50. if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
  51. {
  52. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  53. return 0;
  54. }
  55. ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
  56. g_d3dpp.Windowed = TRUE;
  57. g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  58. g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  59. g_d3dpp.EnableAutoDepthStencil = TRUE;
  60. g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  61. g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
  62. //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
  63. // Create the D3DDevice
  64. if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
  65. {
  66. pD3D->Release();
  67. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  68. return 0;
  69. }
  70. // Setup Dear ImGui binding
  71. IMGUI_CHECKVERSION();
  72. ImGui::CreateContext();
  73. ImGuiIO& io = ImGui::GetIO(); (void)io;
  74. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  75. ImGui_ImplWin32_Init(hwnd);
  76. ImGui_ImplDX9_Init(g_pd3dDevice);
  77. // Setup style
  78. ImGui::StyleColorsDark();
  79. //ImGui::StyleColorsClassic();
  80. // Load Fonts
  81. // - 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.
  82. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  83. // - 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).
  84. // - 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.
  85. // - Read 'misc/fonts/README.txt' for more instructions and details.
  86. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  87. //io.Fonts->AddFontDefault();
  88. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  89. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  90. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  91. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  92. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  93. //IM_ASSERT(font != NULL);
  94. bool show_demo_window = true;
  95. bool show_another_window = false;
  96. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  97. // Main loop
  98. MSG msg;
  99. ZeroMemory(&msg, sizeof(msg));
  100. ShowWindow(hwnd, SW_SHOWDEFAULT);
  101. UpdateWindow(hwnd);
  102. while (msg.message != WM_QUIT)
  103. {
  104. // Poll and handle messages (inputs, window resize, etc.)
  105. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  106. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  107. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  108. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  109. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  110. {
  111. TranslateMessage(&msg);
  112. DispatchMessage(&msg);
  113. continue;
  114. }
  115. // Start the ImGui frame
  116. ImGui_ImplDX9_NewFrame();
  117. ImGui_ImplWin32_NewFrame();
  118. ImGui::NewFrame();
  119. // 1. Show a simple window.
  120. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  121. {
  122. static float f = 0.0f;
  123. static int counter = 0;
  124. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  125. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  126. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  127. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  128. ImGui::Checkbox("Another Window", &show_another_window);
  129. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  130. counter++;
  131. ImGui::SameLine();
  132. ImGui::Text("counter = %d", counter);
  133. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  134. }
  135. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  136. if (show_another_window)
  137. {
  138. ImGui::Begin("Another Window", &show_another_window);
  139. ImGui::Text("Hello from another window!");
  140. if (ImGui::Button("Close Me"))
  141. show_another_window = false;
  142. ImGui::End();
  143. }
  144. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  145. if (show_demo_window)
  146. {
  147. 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!
  148. ImGui::ShowDemoWindow(&show_demo_window);
  149. }
  150. // Rendering
  151. ImGui::EndFrame();
  152. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  153. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
  154. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
  155. D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
  156. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
  157. if (g_pd3dDevice->BeginScene() >= 0)
  158. {
  159. ImGui::Render();
  160. ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
  161. g_pd3dDevice->EndScene();
  162. }
  163. HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  164. // Handle loss of D3D9 device
  165. if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
  166. {
  167. ImGui_ImplDX9_InvalidateDeviceObjects();
  168. g_pd3dDevice->Reset(&g_d3dpp);
  169. ImGui_ImplDX9_CreateDeviceObjects();
  170. }
  171. }
  172. ImGui_ImplDX9_Shutdown();
  173. ImGui_ImplWin32_Shutdown();
  174. ImGui::DestroyContext();
  175. if (g_pd3dDevice) g_pd3dDevice->Release();
  176. if (pD3D) pD3D->Release();
  177. DestroyWindow(hwnd);
  178. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  179. return 0;
  180. }