main.cpp 10 KB

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  1. // Dear ImGui: standalone example application for DirectX 10
  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_win32.h"
  6. #include "imgui_impl_dx10.h"
  7. #include <d3d10_1.h>
  8. #include <d3d10.h>
  9. #define DIRECTINPUT_VERSION 0x0800
  10. #include <dinput.h>
  11. #include <tchar.h>
  12. // Data
  13. static ID3D10Device* g_pd3dDevice = NULL;
  14. static IDXGISwapChain* g_pSwapChain = NULL;
  15. static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
  16. // Forward declarations of helper functions
  17. bool CreateDeviceD3D(HWND hWnd);
  18. void CleanupDeviceD3D();
  19. void CreateRenderTarget();
  20. void CleanupRenderTarget();
  21. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  22. // Main code
  23. int main(int, char**)
  24. {
  25. // Create application window
  26. //ImGui_ImplWin32_EnableDpiAwareness();
  27. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  28. ::RegisterClassEx(&wc);
  29. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  30. // Initialize Direct3D
  31. if (!CreateDeviceD3D(hwnd))
  32. {
  33. CleanupDeviceD3D();
  34. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  35. return 1;
  36. }
  37. // Show the window
  38. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  39. ::UpdateWindow(hwnd);
  40. // Setup Dear ImGui context
  41. IMGUI_CHECKVERSION();
  42. ImGui::CreateContext();
  43. ImGuiIO& io = ImGui::GetIO(); (void)io;
  44. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  45. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  46. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  47. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  48. //io.ConfigViewportsNoAutoMerge = true;
  49. //io.ConfigViewportsNoTaskBarIcon = true;
  50. // Setup Dear ImGui style
  51. ImGui::StyleColorsDark();
  52. //ImGui::StyleColorsClassic();
  53. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  54. ImGuiStyle& style = ImGui::GetStyle();
  55. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  56. {
  57. style.WindowRounding = 0.0f;
  58. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  59. }
  60. // Setup Platform/Renderer backends
  61. ImGui_ImplWin32_Init(hwnd);
  62. ImGui_ImplDX10_Init(g_pd3dDevice);
  63. // Load Fonts
  64. // - 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.
  65. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  66. // - 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).
  67. // - 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.
  68. // - Read 'docs/FONTS.md' for more instructions and details.
  69. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  70. //io.Fonts->AddFontDefault();
  71. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  72. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  73. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  74. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  75. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  76. //IM_ASSERT(font != NULL);
  77. // Our state
  78. bool show_demo_window = true;
  79. bool show_another_window = false;
  80. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  81. // Main loop
  82. MSG msg;
  83. ZeroMemory(&msg, sizeof(msg));
  84. while (msg.message != WM_QUIT)
  85. {
  86. // Poll and handle messages (inputs, window resize, etc.)
  87. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  88. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  89. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  90. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  91. if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  92. {
  93. ::TranslateMessage(&msg);
  94. ::DispatchMessage(&msg);
  95. continue;
  96. }
  97. // Start the Dear ImGui frame
  98. ImGui_ImplDX10_NewFrame();
  99. ImGui_ImplWin32_NewFrame();
  100. ImGui::NewFrame();
  101. // 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!).
  102. if (show_demo_window)
  103. ImGui::ShowDemoWindow(&show_demo_window);
  104. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  105. {
  106. static float f = 0.0f;
  107. static int counter = 0;
  108. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  109. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  110. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  111. ImGui::Checkbox("Another Window", &show_another_window);
  112. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  113. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  114. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  115. counter++;
  116. ImGui::SameLine();
  117. ImGui::Text("counter = %d", counter);
  118. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  119. ImGui::End();
  120. }
  121. // 3. Show another simple window.
  122. if (show_another_window)
  123. {
  124. 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)
  125. ImGui::Text("Hello from another window!");
  126. if (ImGui::Button("Close Me"))
  127. show_another_window = false;
  128. ImGui::End();
  129. }
  130. // Rendering
  131. ImGui::Render();
  132. const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
  133. g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  134. g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
  135. ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
  136. // Update and Render additional Platform Windows
  137. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  138. {
  139. ImGui::UpdatePlatformWindows();
  140. ImGui::RenderPlatformWindowsDefault();
  141. }
  142. g_pSwapChain->Present(1, 0); // Present with vsync
  143. //g_pSwapChain->Present(0, 0); // Present without vsync
  144. }
  145. ImGui_ImplDX10_Shutdown();
  146. ImGui_ImplWin32_Shutdown();
  147. ImGui::DestroyContext();
  148. CleanupDeviceD3D();
  149. ::DestroyWindow(hwnd);
  150. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  151. return 0;
  152. }
  153. // Helper functions
  154. bool CreateDeviceD3D(HWND hWnd)
  155. {
  156. // Setup swap chain
  157. DXGI_SWAP_CHAIN_DESC sd;
  158. ZeroMemory(&sd, sizeof(sd));
  159. sd.BufferCount = 2;
  160. sd.BufferDesc.Width = 0;
  161. sd.BufferDesc.Height = 0;
  162. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  163. sd.BufferDesc.RefreshRate.Numerator = 60;
  164. sd.BufferDesc.RefreshRate.Denominator = 1;
  165. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  166. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  167. sd.OutputWindow = hWnd;
  168. sd.SampleDesc.Count = 1;
  169. sd.SampleDesc.Quality = 0;
  170. sd.Windowed = TRUE;
  171. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  172. UINT createDeviceFlags = 0;
  173. //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
  174. if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
  175. return false;
  176. CreateRenderTarget();
  177. return true;
  178. }
  179. void CleanupDeviceD3D()
  180. {
  181. CleanupRenderTarget();
  182. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  183. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  184. }
  185. void CreateRenderTarget()
  186. {
  187. ID3D10Texture2D* pBackBuffer;
  188. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  189. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  190. pBackBuffer->Release();
  191. }
  192. void CleanupRenderTarget()
  193. {
  194. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  195. }
  196. // Forward declare message handler from imgui_impl_win32.cpp
  197. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  198. // Win32 message handler
  199. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  200. {
  201. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  202. return true;
  203. switch (msg)
  204. {
  205. case WM_SIZE:
  206. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  207. {
  208. CleanupRenderTarget();
  209. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  210. CreateRenderTarget();
  211. }
  212. return 0;
  213. case WM_SYSCOMMAND:
  214. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  215. return 0;
  216. break;
  217. case WM_DESTROY:
  218. ::PostQuitMessage(0);
  219. return 0;
  220. }
  221. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  222. }