main.cpp 9.0 KB

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  1. // ImGui - standalone example application for DirectX 10
  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_dx10.h"
  6. #include <d3d10_1.h>
  7. #include <d3d10.h>
  8. #define DIRECTINPUT_VERSION 0x0800
  9. #include <dinput.h>
  10. #include <tchar.h>
  11. // Data
  12. static ID3D10Device* g_pd3dDevice = NULL;
  13. static IDXGISwapChain* g_pSwapChain = NULL;
  14. static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
  15. void CreateRenderTarget()
  16. {
  17. ID3D10Texture2D* pBackBuffer;
  18. g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (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 |= D3D10_CREATE_DEVICE_DEBUG;
  46. if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
  47. return E_FAIL;
  48. CreateRenderTarget();
  49. return S_OK;
  50. }
  51. void CleanupDeviceD3D()
  52. {
  53. CleanupRenderTarget();
  54. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  55. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  56. }
  57. extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  58. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  59. {
  60. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  61. return true;
  62. switch (msg)
  63. {
  64. case WM_SIZE:
  65. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  66. {
  67. ImGui_ImplDX10_InvalidateDeviceObjects();
  68. CleanupRenderTarget();
  69. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  70. CreateRenderTarget();
  71. ImGui_ImplDX10_CreateDeviceObjects();
  72. }
  73. return 0;
  74. case WM_SYSCOMMAND:
  75. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  76. return 0;
  77. break;
  78. case WM_DESTROY:
  79. PostQuitMessage(0);
  80. return 0;
  81. }
  82. return DefWindowProc(hWnd, msg, wParam, lParam);
  83. }
  84. int main(int, char**)
  85. {
  86. ImGui_ImplWin32_EnableDpiAwareness();
  87. // Create application window
  88. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  89. RegisterClassEx(&wc);
  90. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  91. // Initialize Direct3D
  92. if (CreateDeviceD3D(hwnd) < 0)
  93. {
  94. CleanupDeviceD3D();
  95. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  96. return 1;
  97. }
  98. // Show the window
  99. ShowWindow(hwnd, SW_SHOWDEFAULT);
  100. UpdateWindow(hwnd);
  101. // Setup ImGui binding
  102. ImGui::CreateContext();
  103. ImGuiIO& io = ImGui::GetIO(); (void)io;
  104. io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
  105. io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
  106. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  107. ImGui_ImplWin32_Init(hwnd);
  108. ImGui_ImplDX10_Init(g_pd3dDevice);
  109. // Setup style
  110. ImGui::StyleColorsDark();
  111. //ImGui::StyleColorsClassic();
  112. // Load Fonts
  113. // - 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.
  114. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  115. // - 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).
  116. // - 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.
  117. // - Read 'misc/fonts/README.txt' for more instructions and details.
  118. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  119. //io.Fonts->AddFontDefault();
  120. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  121. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  122. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  123. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  124. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  125. //IM_ASSERT(font != NULL);
  126. bool show_demo_window = true;
  127. bool show_another_window = false;
  128. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  129. // Main loop
  130. MSG msg;
  131. ZeroMemory(&msg, sizeof(msg));
  132. while (msg.message != WM_QUIT)
  133. {
  134. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  135. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  136. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  137. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  138. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  139. {
  140. TranslateMessage(&msg);
  141. DispatchMessage(&msg);
  142. continue;
  143. }
  144. ImGui_ImplDX10_NewFrame();
  145. ImGui_ImplWin32_NewFrame();
  146. // 1. Show a simple window.
  147. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  148. {
  149. static float f = 0.0f;
  150. static int counter = 0;
  151. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  152. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  153. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  154. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  155. ImGui::Checkbox("Another Window", &show_another_window);
  156. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  157. counter++;
  158. ImGui::SameLine();
  159. ImGui::Text("counter = %d", counter);
  160. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  161. }
  162. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  163. if (show_another_window)
  164. {
  165. ImGui::Begin("Another Window", &show_another_window);
  166. ImGui::Text("Hello from another window!");
  167. if (ImGui::Button("Close Me"))
  168. show_another_window = false;
  169. ImGui::End();
  170. }
  171. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  172. if (show_demo_window)
  173. {
  174. 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!
  175. ImGui::ShowDemoWindow(&show_demo_window);
  176. }
  177. // Rendering
  178. g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  179. g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
  180. ImGui::Render();
  181. ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
  182. ImGui::RenderAdditionalViewports();
  183. g_pSwapChain->Present(1, 0); // Present with vsync
  184. //g_pSwapChain->Present(0, 0); // Present without vsync
  185. }
  186. ImGui_ImplDX10_Shutdown();
  187. ImGui_ImplWin32_Shutdown();
  188. ImGui::DestroyContext();
  189. CleanupDeviceD3D();
  190. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  191. return 0;
  192. }