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