main.cpp 11 KB

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  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. #define DIRECTINPUT_VERSION 0x0800
  9. #include <dinput.h>
  10. #include <tchar.h>
  11. // Data
  12. static LPDIRECT3D9 g_pD3D = NULL;
  13. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  14. static D3DPRESENT_PARAMETERS g_d3dpp = {};
  15. // Forward declarations of helper functions
  16. bool CreateDeviceD3D(HWND hWnd);
  17. void CleanupDeviceD3D();
  18. void ResetDevice();
  19. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  20. // Main code
  21. int main(int, char**)
  22. {
  23. // Create application window
  24. //ImGui_ImplWin32_EnableDpiAwareness();
  25. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  26. ::RegisterClassEx(&wc);
  27. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  28. // Initialize Direct3D
  29. if (!CreateDeviceD3D(hwnd))
  30. {
  31. CleanupDeviceD3D();
  32. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  33. return 1;
  34. }
  35. // Show the window
  36. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  37. ::UpdateWindow(hwnd);
  38. // Setup Dear ImGui context
  39. IMGUI_CHECKVERSION();
  40. ImGui::CreateContext();
  41. ImGuiIO& io = ImGui::GetIO(); (void)io;
  42. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  43. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  44. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  45. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  46. //io.ConfigViewportsNoAutoMerge = true;
  47. //io.ConfigViewportsNoTaskBarIcon = true;
  48. // Setup Dear ImGui style
  49. ImGui::StyleColorsDark();
  50. //ImGui::StyleColorsClassic();
  51. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  52. ImGuiStyle& style = ImGui::GetStyle();
  53. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  54. {
  55. style.WindowRounding = 0.0f;
  56. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  57. }
  58. // Setup Platform/Renderer backends
  59. ImGui_ImplWin32_Init(hwnd);
  60. ImGui_ImplDX9_Init(g_pd3dDevice);
  61. // Load Fonts
  62. // - 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.
  63. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  64. // - 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).
  65. // - 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.
  66. // - Read 'docs/FONTS.md' for more instructions and details.
  67. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  68. //io.Fonts->AddFontDefault();
  69. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  70. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  71. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  72. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  73. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  74. //IM_ASSERT(font != NULL);
  75. // Our state
  76. bool show_demo_window = true;
  77. bool show_another_window = false;
  78. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  79. // Main loop
  80. MSG msg;
  81. ZeroMemory(&msg, sizeof(msg));
  82. while (msg.message != WM_QUIT)
  83. {
  84. // Poll and handle messages (inputs, window resize, etc.)
  85. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  86. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  87. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  88. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  89. if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  90. {
  91. ::TranslateMessage(&msg);
  92. ::DispatchMessage(&msg);
  93. continue;
  94. }
  95. // Start the Dear ImGui frame
  96. ImGui_ImplDX9_NewFrame();
  97. ImGui_ImplWin32_NewFrame();
  98. ImGui::NewFrame();
  99. // 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!).
  100. if (show_demo_window)
  101. ImGui::ShowDemoWindow(&show_demo_window);
  102. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  103. {
  104. static float f = 0.0f;
  105. static int counter = 0;
  106. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  107. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  108. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  109. ImGui::Checkbox("Another Window", &show_another_window);
  110. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  111. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  112. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  113. counter++;
  114. ImGui::SameLine();
  115. ImGui::Text("counter = %d", counter);
  116. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  117. ImGui::End();
  118. }
  119. // 3. Show another simple window.
  120. if (show_another_window)
  121. {
  122. 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)
  123. ImGui::Text("Hello from another window!");
  124. if (ImGui::Button("Close Me"))
  125. show_another_window = false;
  126. ImGui::End();
  127. }
  128. // Rendering
  129. ImGui::EndFrame();
  130. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
  131. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
  132. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
  133. 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));
  134. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
  135. if (g_pd3dDevice->BeginScene() >= 0)
  136. {
  137. ImGui::Render();
  138. ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
  139. g_pd3dDevice->EndScene();
  140. }
  141. // Update and Render additional Platform Windows
  142. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  143. {
  144. ImGui::UpdatePlatformWindows();
  145. ImGui::RenderPlatformWindowsDefault();
  146. }
  147. HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  148. // Handle loss of D3D9 device
  149. if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
  150. ResetDevice();
  151. }
  152. ImGui_ImplDX9_Shutdown();
  153. ImGui_ImplWin32_Shutdown();
  154. ImGui::DestroyContext();
  155. CleanupDeviceD3D();
  156. ::DestroyWindow(hwnd);
  157. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  158. return 0;
  159. }
  160. // Helper functions
  161. bool CreateDeviceD3D(HWND hWnd)
  162. {
  163. if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
  164. return false;
  165. // Create the D3DDevice
  166. ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
  167. g_d3dpp.Windowed = TRUE;
  168. g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  169. g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
  170. g_d3dpp.EnableAutoDepthStencil = TRUE;
  171. g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  172. g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
  173. //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
  174. if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
  175. return false;
  176. return true;
  177. }
  178. void CleanupDeviceD3D()
  179. {
  180. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  181. if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
  182. }
  183. void ResetDevice()
  184. {
  185. ImGui_ImplDX9_InvalidateDeviceObjects();
  186. HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
  187. if (hr == D3DERR_INVALIDCALL)
  188. IM_ASSERT(0);
  189. ImGui_ImplDX9_CreateDeviceObjects();
  190. }
  191. #ifndef WM_DPICHANGED
  192. #define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
  193. #endif
  194. // Forward declare message handler from imgui_impl_win32.cpp
  195. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  196. // Win32 message handler
  197. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  198. {
  199. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  200. return true;
  201. switch (msg)
  202. {
  203. case WM_SIZE:
  204. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  205. {
  206. g_d3dpp.BackBufferWidth = LOWORD(lParam);
  207. g_d3dpp.BackBufferHeight = HIWORD(lParam);
  208. ResetDevice();
  209. }
  210. return 0;
  211. case WM_SYSCOMMAND:
  212. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  213. return 0;
  214. break;
  215. case WM_DESTROY:
  216. ::PostQuitMessage(0);
  217. return 0;
  218. case WM_DPICHANGED:
  219. if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
  220. {
  221. //const int dpi = HIWORD(wParam);
  222. //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
  223. const RECT* suggested_rect = (RECT*)lParam;
  224. ::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
  225. }
  226. break;
  227. }
  228. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  229. }