main.cpp 9.8 KB

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  1. // Dear ImGui: standalone example application for DirectX 11
  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_dx11.h"
  7. #include <d3d11.h>
  8. #define DIRECTINPUT_VERSION 0x0800
  9. #include <dinput.h>
  10. #include <tchar.h>
  11. // Data
  12. static ID3D11Device* g_pd3dDevice = NULL;
  13. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  14. static IDXGISwapChain* g_pSwapChain = NULL;
  15. static ID3D11RenderTargetView* 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 DirectX11 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. // Setup Dear ImGui style
  47. ImGui::StyleColorsDark();
  48. //ImGui::StyleColorsClassic();
  49. // Setup Platform/Renderer backends
  50. ImGui_ImplWin32_Init(hwnd);
  51. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  52. // Load Fonts
  53. // - 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.
  54. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  55. // - 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).
  56. // - 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.
  57. // - Read 'docs/FONTS.md' for more instructions and details.
  58. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  59. //io.Fonts->AddFontDefault();
  60. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  61. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  62. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  63. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  64. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  65. //IM_ASSERT(font != NULL);
  66. // Our state
  67. bool show_demo_window = true;
  68. bool show_another_window = false;
  69. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  70. // Main loop
  71. MSG msg;
  72. ZeroMemory(&msg, sizeof(msg));
  73. while (msg.message != WM_QUIT)
  74. {
  75. // Poll and handle messages (inputs, window resize, etc.)
  76. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  77. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  78. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  79. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  80. if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  81. {
  82. ::TranslateMessage(&msg);
  83. ::DispatchMessage(&msg);
  84. continue;
  85. }
  86. // Start the Dear ImGui frame
  87. ImGui_ImplDX11_NewFrame();
  88. ImGui_ImplWin32_NewFrame();
  89. ImGui::NewFrame();
  90. // 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!).
  91. if (show_demo_window)
  92. ImGui::ShowDemoWindow(&show_demo_window);
  93. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  94. {
  95. static float f = 0.0f;
  96. static int counter = 0;
  97. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  98. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  99. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  100. ImGui::Checkbox("Another Window", &show_another_window);
  101. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  102. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  103. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  104. counter++;
  105. ImGui::SameLine();
  106. ImGui::Text("counter = %d", counter);
  107. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  108. ImGui::End();
  109. }
  110. // 3. Show another simple window.
  111. if (show_another_window)
  112. {
  113. 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)
  114. ImGui::Text("Hello from another window!");
  115. if (ImGui::Button("Close Me"))
  116. show_another_window = false;
  117. ImGui::End();
  118. }
  119. // Rendering
  120. ImGui::Render();
  121. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  122. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
  123. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  124. g_pSwapChain->Present(1, 0); // Present with vsync
  125. //g_pSwapChain->Present(0, 0); // Present without vsync
  126. }
  127. // Cleanup
  128. ImGui_ImplDX11_Shutdown();
  129. ImGui_ImplWin32_Shutdown();
  130. ImGui::DestroyContext();
  131. CleanupDeviceD3D();
  132. ::DestroyWindow(hwnd);
  133. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  134. return 0;
  135. }
  136. // Helper functions
  137. bool CreateDeviceD3D(HWND hWnd)
  138. {
  139. // Setup swap chain
  140. DXGI_SWAP_CHAIN_DESC sd;
  141. ZeroMemory(&sd, sizeof(sd));
  142. sd.BufferCount = 2;
  143. sd.BufferDesc.Width = 0;
  144. sd.BufferDesc.Height = 0;
  145. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  146. sd.BufferDesc.RefreshRate.Numerator = 60;
  147. sd.BufferDesc.RefreshRate.Denominator = 1;
  148. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  149. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  150. sd.OutputWindow = hWnd;
  151. sd.SampleDesc.Count = 1;
  152. sd.SampleDesc.Quality = 0;
  153. sd.Windowed = TRUE;
  154. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  155. UINT createDeviceFlags = 0;
  156. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  157. D3D_FEATURE_LEVEL featureLevel;
  158. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  159. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  160. return false;
  161. CreateRenderTarget();
  162. return true;
  163. }
  164. void CleanupDeviceD3D()
  165. {
  166. CleanupRenderTarget();
  167. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  168. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  169. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  170. }
  171. void CreateRenderTarget()
  172. {
  173. ID3D11Texture2D* pBackBuffer;
  174. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  175. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  176. pBackBuffer->Release();
  177. }
  178. void CleanupRenderTarget()
  179. {
  180. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  181. }
  182. // Forward declare message handler from imgui_impl_win32.cpp
  183. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  184. // Win32 message handler
  185. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  186. {
  187. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  188. return true;
  189. switch (msg)
  190. {
  191. case WM_SIZE:
  192. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  193. {
  194. CleanupRenderTarget();
  195. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  196. CreateRenderTarget();
  197. }
  198. return 0;
  199. case WM_SYSCOMMAND:
  200. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  201. return 0;
  202. break;
  203. case WM_DESTROY:
  204. ::PostQuitMessage(0);
  205. return 0;
  206. }
  207. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  208. }