main.cpp 14 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378
  1. // ImGui - standalone example application for DirectX 9
  2. #include <windows.h>
  3. #include "../../imgui.h"
  4. // DirectX 9
  5. #include <d3dx9.h>
  6. #define DIRECTINPUT_VERSION 0x0800
  7. #include <dinput.h>
  8. #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
  9. static HWND hWnd;
  10. static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
  11. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
  12. static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
  13. struct CUSTOMVERTEX
  14. {
  15. D3DXVECTOR3 pos;
  16. D3DCOLOR col;
  17. D3DXVECTOR2 uv;
  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 structure)
  21. // If text or lines are blurry when integrating ImGui in your engine:
  22. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  23. // - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
  24. static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  25. {
  26. size_t total_vtx_count = 0;
  27. for (int n = 0; n < cmd_lists_count; n++)
  28. total_vtx_count += cmd_lists[n]->vtx_buffer.size();
  29. if (total_vtx_count == 0)
  30. return;
  31. // Copy and convert all vertices into a single contiguous buffer
  32. CUSTOMVERTEX* vtx_dst;
  33. if (g_pVB->Lock(0, total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  34. return;
  35. for (int n = 0; n < cmd_lists_count; n++)
  36. {
  37. const ImDrawList* cmd_list = cmd_lists[n];
  38. const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
  39. for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
  40. {
  41. vtx_dst->pos.x = vtx_src->pos.x;
  42. vtx_dst->pos.y = vtx_src->pos.y;
  43. vtx_dst->pos.z = 0.0f;
  44. vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
  45. vtx_dst->uv.x = vtx_src->uv.x;
  46. vtx_dst->uv.y = vtx_src->uv.y;
  47. vtx_dst++;
  48. vtx_src++;
  49. }
  50. }
  51. g_pVB->Unlock();
  52. g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
  53. g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
  54. // Setup render state: alpha-blending, no face culling, no depth testing
  55. g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
  56. g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
  57. g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
  58. g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
  59. g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
  60. g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
  61. g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
  62. g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
  63. g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
  64. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
  65. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, 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. g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
  70. g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
  71. // Setup orthographic projection matrix
  72. D3DXMATRIXA16 mat;
  73. D3DXMatrixIdentity(&mat);
  74. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
  75. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
  76. D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
  77. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
  78. // Render command lists
  79. int vtx_offset = 0;
  80. for (int n = 0; n < cmd_lists_count; n++)
  81. {
  82. // Render command list
  83. const ImDrawList* cmd_list = cmd_lists[n];
  84. for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
  85. {
  86. const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
  87. const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
  88. g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
  89. g_pd3dDevice->SetScissorRect(&r);
  90. g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
  91. vtx_offset += pcmd->vtx_count;
  92. }
  93. }
  94. }
  95. HRESULT InitDeviceD3D(HWND hWnd)
  96. {
  97. if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
  98. return E_FAIL;
  99. D3DPRESENT_PARAMETERS d3dpp;
  100. ZeroMemory(&d3dpp, sizeof(d3dpp));
  101. d3dpp.Windowed = TRUE;
  102. d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  103. d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  104. d3dpp.EnableAutoDepthStencil = TRUE;
  105. d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  106. d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  107. // Create the D3DDevice
  108. if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
  109. return E_FAIL;
  110. return S_OK;
  111. }
  112. void CleanupDevice()
  113. {
  114. // InitImGui
  115. if (g_pVB) g_pVB->Release();
  116. // InitDeviceD3D
  117. if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Font->TexID)
  118. tex->Release();
  119. if (g_pd3dDevice) g_pd3dDevice->Release();
  120. if (g_pD3D) g_pD3D->Release();
  121. }
  122. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  123. {
  124. ImGuiIO& io = ImGui::GetIO();
  125. switch (msg)
  126. {
  127. case WM_LBUTTONDOWN:
  128. io.MouseDown[0] = true;
  129. return true;
  130. case WM_LBUTTONUP:
  131. io.MouseDown[0] = false;
  132. return true;
  133. case WM_RBUTTONDOWN:
  134. io.MouseDown[1] = true;
  135. return true;
  136. case WM_RBUTTONUP:
  137. io.MouseDown[1] = false;
  138. return true;
  139. case WM_MOUSEWHEEL:
  140. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  141. return true;
  142. case WM_MOUSEMOVE:
  143. // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  144. io.MousePos.x = (signed short)(lParam);
  145. io.MousePos.y = (signed short)(lParam >> 16);
  146. return true;
  147. case WM_CHAR:
  148. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  149. if (wParam > 0 && wParam < 0x10000)
  150. io.AddInputCharacter((unsigned short)wParam);
  151. return true;
  152. case WM_DESTROY:
  153. CleanupDevice();
  154. PostQuitMessage(0);
  155. return 0;
  156. }
  157. return DefWindowProc(hWnd, msg, wParam, lParam);
  158. }
  159. void LoadFontTexture(ImFont* font)
  160. {
  161. unsigned char* pixels;
  162. int width, height;
  163. int bytes_per_pixel;
  164. font->GetTextureDataAlpha8(&pixels, &width, &height, &bytes_per_pixel);
  165. LPDIRECT3DTEXTURE9 pTexture = NULL;
  166. if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
  167. {
  168. IM_ASSERT(0);
  169. return;
  170. }
  171. // Copy pixels
  172. D3DLOCKED_RECT tex_locked_rect;
  173. if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
  174. {
  175. IM_ASSERT(0);
  176. return;
  177. }
  178. for (int y = 0; y < height; y++)
  179. memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
  180. pTexture->UnlockRect(0);
  181. font->TexID = (void *)pTexture;
  182. }
  183. void InitImGui()
  184. {
  185. RECT rect;
  186. GetClientRect(hWnd, &rect);
  187. int display_w = (int)(rect.right - rect.left);
  188. int display_h = (int)(rect.bottom - rect.top);
  189. ImGuiIO& io = ImGui::GetIO();
  190. io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
  191. 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 time step is variable)
  192. io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
  193. 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.
  194. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  195. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  196. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  197. io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
  198. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  199. io.KeyMap[ImGuiKey_End] = VK_END;
  200. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  201. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  202. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  203. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  204. io.KeyMap[ImGuiKey_A] = 'A';
  205. io.KeyMap[ImGuiKey_C] = 'C';
  206. io.KeyMap[ImGuiKey_V] = 'V';
  207. io.KeyMap[ImGuiKey_X] = 'X';
  208. io.KeyMap[ImGuiKey_Y] = 'Y';
  209. io.KeyMap[ImGuiKey_Z] = 'Z';
  210. io.RenderDrawListsFn = ImImpl_RenderDrawLists;
  211. // Create the vertex buffer
  212. if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
  213. {
  214. IM_ASSERT(0);
  215. return;
  216. }
  217. // Load font (optionally load a custom TTF font)
  218. //io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
  219. //io.Font->DisplayOffset.y += 1.0f;
  220. LoadFontTexture(io.Font);
  221. }
  222. INT64 ticks_per_second = 0;
  223. INT64 last_time = 0;
  224. void UpdateImGui()
  225. {
  226. ImGuiIO& io = ImGui::GetIO();
  227. // Setup time step
  228. INT64 current_time;
  229. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  230. io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
  231. last_time = current_time;
  232. // Setup inputs
  233. // (we already got mouse position, buttons, wheel from the window message callback)
  234. BYTE keystate[256];
  235. GetKeyboardState(keystate);
  236. for (int i = 0; i < 256; i++)
  237. io.KeysDown[i] = (keystate[i] & 0x80) != 0;
  238. io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
  239. io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
  240. // io.MousePos : filled by WM_MOUSEMOVE event
  241. // io.MouseDown : filled by WM_*BUTTON* events
  242. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  243. // Start the frame
  244. ImGui::NewFrame();
  245. }
  246. int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
  247. {
  248. // Register the window class
  249. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
  250. RegisterClassEx(&wc);
  251. // Create the application's window
  252. hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  253. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
  254. return 1;
  255. if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
  256. return 1;
  257. // Initialize Direct3D
  258. if (InitDeviceD3D(hWnd) < 0)
  259. {
  260. CleanupDevice();
  261. UnregisterClass(L"ImGui Example", wc.hInstance);
  262. return 1;
  263. }
  264. // Show the window
  265. ShowWindow(hWnd, SW_SHOWDEFAULT);
  266. UpdateWindow(hWnd);
  267. InitImGui();
  268. bool show_test_window = true;
  269. bool show_another_window = false;
  270. ImVec4 clear_col(0.8f, 0.6f, 0.6f, 1.0f);
  271. // Enter the message loop
  272. MSG msg;
  273. ZeroMemory(&msg, sizeof(msg));
  274. while (msg.message != WM_QUIT)
  275. {
  276. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  277. {
  278. TranslateMessage(&msg);
  279. DispatchMessage(&msg);
  280. continue;
  281. }
  282. UpdateImGui();
  283. // 1. Show a simple window
  284. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  285. {
  286. static float f;
  287. ImGui::Text("Hello, world!");
  288. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  289. ImGui::ColorEdit3("clear color", (float*)&clear_col);
  290. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  291. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  292. // Calculate and show frame rate
  293. static float ms_per_frame[120] = { 0 };
  294. static int ms_per_frame_idx = 0;
  295. static float ms_per_frame_accum = 0.0f;
  296. ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
  297. ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
  298. ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
  299. ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
  300. const float ms_per_frame_avg = ms_per_frame_accum / 120;
  301. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
  302. }
  303. // 2. Show another simple window, this time using an explicit Begin/End pair
  304. if (show_another_window)
  305. {
  306. ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
  307. ImGui::Text("Hello");
  308. ImGui::End();
  309. }
  310. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  311. if (show_test_window)
  312. {
  313. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
  314. ImGui::ShowTestWindow(&show_test_window);
  315. }
  316. // Rendering
  317. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  318. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
  319. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
  320. D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_col.x*255.0f), (int)(clear_col.y*255.0f), (int)(clear_col.z*255.0f), (int)(clear_col.w*255.0f));
  321. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
  322. if (g_pd3dDevice->BeginScene() >= 0)
  323. {
  324. ImGui::Render();
  325. g_pd3dDevice->EndScene();
  326. }
  327. g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  328. }
  329. ImGui::Shutdown();
  330. UnregisterClass(L"ImGui Example", wc.hInstance);
  331. return 0;
  332. }