main.cpp 10.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249
  1. // Dear ImGui: standalone example application for DirectX 9
  2. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  3. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  4. #include "imgui.h"
  5. #include "imgui_impl_dx9.h"
  6. #include "imgui_impl_win32.h"
  7. #include <d3d9.h>
  8. #include <tchar.h>
  9. // Data
  10. static LPDIRECT3D9 g_pD3D = NULL;
  11. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  12. static D3DPRESENT_PARAMETERS g_d3dpp = {};
  13. // Forward declarations of helper functions
  14. bool MainLoopStep();
  15. bool CreateDeviceD3D(HWND hWnd);
  16. void CleanupDeviceD3D();
  17. void ResetDevice();
  18. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  19. // Main code
  20. int main(int, char**)
  21. {
  22. // Create application window
  23. //ImGui_ImplWin32_EnableDpiAwareness();
  24. WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
  25. ::RegisterClassExW(&wc);
  26. HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  27. // Initialize Direct3D
  28. if (!CreateDeviceD3D(hwnd))
  29. {
  30. CleanupDeviceD3D();
  31. ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
  32. return 1;
  33. }
  34. // Show the window
  35. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  36. ::UpdateWindow(hwnd);
  37. // Setup Dear ImGui context
  38. IMGUI_CHECKVERSION();
  39. ImGui::CreateContext();
  40. ImGuiIO& io = ImGui::GetIO(); (void)io;
  41. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  42. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  43. // Setup Dear ImGui style
  44. ImGui::StyleColorsDark();
  45. //ImGui::StyleColorsLight();
  46. // Setup Platform/Renderer backends
  47. ImGui_ImplWin32_Init(hwnd);
  48. ImGui_ImplDX9_Init(g_pd3dDevice);
  49. // Load Fonts
  50. // - 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.
  51. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  52. // - 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).
  53. // - 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.
  54. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  55. // - Read 'docs/FONTS.md' 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("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  59. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  60. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  61. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  62. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  63. //IM_ASSERT(font != NULL);
  64. // Main loop
  65. while (true)
  66. {
  67. if (!MainLoopStep())
  68. break;
  69. }
  70. // Cleanup
  71. ImGui_ImplDX9_Shutdown();
  72. ImGui_ImplWin32_Shutdown();
  73. ImGui::DestroyContext();
  74. CleanupDeviceD3D();
  75. ::DestroyWindow(hwnd);
  76. ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
  77. return 0;
  78. }
  79. bool MainLoopStep()
  80. {
  81. // Poll and handle messages (inputs, window resize, etc.)
  82. // See the WndProc() function below where we dispatch events to the imgui_impl_win32 backend.
  83. bool done = false;
  84. MSG msg;
  85. while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  86. {
  87. ::TranslateMessage(&msg);
  88. ::DispatchMessage(&msg);
  89. if (msg.message == WM_QUIT)
  90. done = true;
  91. }
  92. if (done)
  93. return false;
  94. // Start the Dear ImGui frame
  95. ImGui_ImplDX9_NewFrame();
  96. ImGui_ImplWin32_NewFrame();
  97. ImGui::NewFrame();
  98. // Our state
  99. // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
  100. static bool show_demo_window = true;
  101. static bool show_another_window = false;
  102. static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  103. // 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!).
  104. if (show_demo_window)
  105. ImGui::ShowDemoWindow(&show_demo_window);
  106. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  107. {
  108. static float f = 0.0f;
  109. static int counter = 0;
  110. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  111. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  112. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  113. ImGui::Checkbox("Another Window", &show_another_window);
  114. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  115. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  116. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  117. counter++;
  118. ImGui::SameLine();
  119. ImGui::Text("counter = %d", counter);
  120. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  121. ImGui::End();
  122. }
  123. // 3. Show another simple window.
  124. if (show_another_window)
  125. {
  126. 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)
  127. ImGui::Text("Hello from another window!");
  128. if (ImGui::Button("Close Me"))
  129. show_another_window = false;
  130. ImGui::End();
  131. }
  132. // Rendering
  133. ImGui::EndFrame();
  134. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
  135. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
  136. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
  137. D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x * clear_color.w * 255.0f), (int)(clear_color.y * clear_color.w * 255.0f), (int)(clear_color.z * clear_color.w * 255.0f), (int)(clear_color.w * 255.0f));
  138. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
  139. if (g_pd3dDevice->BeginScene() >= 0)
  140. {
  141. ImGui::Render();
  142. ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
  143. g_pd3dDevice->EndScene();
  144. }
  145. HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  146. // Handle loss of D3D9 device
  147. if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
  148. ResetDevice();
  149. return true;
  150. }
  151. // Helper functions
  152. bool CreateDeviceD3D(HWND hWnd)
  153. {
  154. if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
  155. return false;
  156. // Create the D3DDevice
  157. ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
  158. g_d3dpp.Windowed = TRUE;
  159. g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  160. g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
  161. g_d3dpp.EnableAutoDepthStencil = TRUE;
  162. g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  163. g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
  164. //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
  165. if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
  166. return false;
  167. return true;
  168. }
  169. void CleanupDeviceD3D()
  170. {
  171. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  172. if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
  173. }
  174. void ResetDevice()
  175. {
  176. ImGui_ImplDX9_InvalidateDeviceObjects();
  177. HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
  178. if (hr == D3DERR_INVALIDCALL)
  179. IM_ASSERT(0);
  180. ImGui_ImplDX9_CreateDeviceObjects();
  181. }
  182. // Forward declare message handler from imgui_impl_win32.cpp
  183. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  184. // Win32 message handler
  185. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  186. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  187. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  188. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  189. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  190. {
  191. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  192. return true;
  193. switch (msg)
  194. {
  195. case WM_SIZE:
  196. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  197. {
  198. g_d3dpp.BackBufferWidth = LOWORD(lParam);
  199. g_d3dpp.BackBufferHeight = HIWORD(lParam);
  200. ResetDevice();
  201. }
  202. return 0;
  203. case WM_SYSCOMMAND:
  204. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  205. return 0;
  206. break;
  207. case WM_DESTROY:
  208. ::PostQuitMessage(0);
  209. return 0;
  210. }
  211. return ::DefWindowProcW(hWnd, msg, wParam, lParam);
  212. }