main.cpp 8.5 KB

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  1. // ImGui - standalone example application for DirectX 9
  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_dx9.h"
  5. #include <d3d9.h>
  6. #define DIRECTINPUT_VERSION 0x0800
  7. #include <dinput.h>
  8. #include <tchar.h>
  9. // Data
  10. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  11. static D3DPRESENT_PARAMETERS g_d3dpp;
  12. extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  13. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  14. {
  15. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  16. return true;
  17. switch (msg)
  18. {
  19. case WM_SIZE:
  20. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  21. {
  22. ImGui_ImplDX9_InvalidateDeviceObjects();
  23. g_d3dpp.BackBufferWidth = LOWORD(lParam);
  24. g_d3dpp.BackBufferHeight = HIWORD(lParam);
  25. HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
  26. if (hr == D3DERR_INVALIDCALL)
  27. IM_ASSERT(0);
  28. ImGui_ImplDX9_CreateDeviceObjects();
  29. }
  30. return 0;
  31. case WM_SYSCOMMAND:
  32. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  33. return 0;
  34. break;
  35. case WM_DESTROY:
  36. PostQuitMessage(0);
  37. return 0;
  38. }
  39. return DefWindowProc(hWnd, msg, wParam, lParam);
  40. }
  41. int main(int, char**)
  42. {
  43. // Create application window
  44. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
  45. RegisterClassEx(&wc);
  46. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  47. // Initialize Direct3D
  48. LPDIRECT3D9 pD3D;
  49. if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
  50. {
  51. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  52. return 0;
  53. }
  54. ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
  55. g_d3dpp.Windowed = TRUE;
  56. g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  57. g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  58. g_d3dpp.EnableAutoDepthStencil = TRUE;
  59. g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  60. g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
  61. //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
  62. // Create the D3DDevice
  63. if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
  64. {
  65. pD3D->Release();
  66. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  67. return 0;
  68. }
  69. // Setup ImGui binding
  70. ImGuiIO& io = ImGui::GetIO(); (void)io;
  71. ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
  72. //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
  73. // Setup style
  74. ImGui::StyleColorsDark();
  75. //ImGui::StyleColorsClassic();
  76. // Load Fonts
  77. // - 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.
  78. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  79. // - 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).
  80. // - 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.
  81. // - Read 'misc/fonts/README.txt' for more instructions and details.
  82. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  83. //io.Fonts->AddFontDefault();
  84. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  85. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  86. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  87. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  88. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  89. //IM_ASSERT(font != NULL);
  90. bool show_demo_window = true;
  91. bool show_another_window = false;
  92. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  93. // Main loop
  94. MSG msg;
  95. ZeroMemory(&msg, sizeof(msg));
  96. ShowWindow(hwnd, SW_SHOWDEFAULT);
  97. UpdateWindow(hwnd);
  98. while (msg.message != WM_QUIT)
  99. {
  100. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  101. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  102. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  103. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  104. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  105. {
  106. TranslateMessage(&msg);
  107. DispatchMessage(&msg);
  108. continue;
  109. }
  110. ImGui_ImplDX9_NewFrame();
  111. // 1. Show a simple window.
  112. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  113. {
  114. static float f = 0.0f;
  115. static int counter = 0;
  116. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  117. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  118. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  119. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  120. ImGui::Checkbox("Another Window", &show_another_window);
  121. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  122. counter++;
  123. ImGui::SameLine();
  124. ImGui::Text("counter = %d", counter);
  125. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  126. }
  127. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  128. if (show_another_window)
  129. {
  130. ImGui::Begin("Another Window", &show_another_window);
  131. ImGui::Text("Hello from another window!");
  132. if (ImGui::Button("Close Me"))
  133. show_another_window = false;
  134. ImGui::End();
  135. }
  136. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  137. if (show_demo_window)
  138. {
  139. 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!
  140. ImGui::ShowDemoWindow(&show_demo_window);
  141. }
  142. // Rendering
  143. ImGui::EndFrame();
  144. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  145. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
  146. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
  147. D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
  148. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
  149. if (g_pd3dDevice->BeginScene() >= 0)
  150. {
  151. ImGui::Render();
  152. g_pd3dDevice->EndScene();
  153. }
  154. HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  155. // Handle loss of D3D9 device
  156. if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
  157. {
  158. ImGui_ImplDX9_InvalidateDeviceObjects();
  159. g_pd3dDevice->Reset(&g_d3dpp);
  160. ImGui_ImplDX9_CreateDeviceObjects();
  161. }
  162. }
  163. ImGui_ImplDX9_Shutdown();
  164. if (g_pd3dDevice) g_pd3dDevice->Release();
  165. if (pD3D) pD3D->Release();
  166. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  167. return 0;
  168. }