main.cpp 9.5 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. // Setup Dear ImGui style
  45. ImGui::StyleColorsDark();
  46. //ImGui::StyleColorsClassic();
  47. // Setup Platform/Renderer backends
  48. ImGui_ImplWin32_Init(hwnd);
  49. ImGui_ImplDX9_Init(g_pd3dDevice);
  50. // Load Fonts
  51. // - 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.
  52. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  53. // - 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).
  54. // - 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.
  55. // - Read 'docs/FONTS.md' for more instructions and details.
  56. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  57. //io.Fonts->AddFontDefault();
  58. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  59. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  60. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  61. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  62. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  63. //IM_ASSERT(font != NULL);
  64. // Our state
  65. bool show_demo_window = true;
  66. bool show_another_window = false;
  67. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  68. // Main loop
  69. MSG msg;
  70. ZeroMemory(&msg, sizeof(msg));
  71. while (msg.message != WM_QUIT)
  72. {
  73. // Poll and handle messages (inputs, window resize, etc.)
  74. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  75. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  76. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  77. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  78. if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  79. {
  80. ::TranslateMessage(&msg);
  81. ::DispatchMessage(&msg);
  82. continue;
  83. }
  84. // Start the Dear ImGui frame
  85. ImGui_ImplDX9_NewFrame();
  86. ImGui_ImplWin32_NewFrame();
  87. ImGui::NewFrame();
  88. // 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!).
  89. if (show_demo_window)
  90. ImGui::ShowDemoWindow(&show_demo_window);
  91. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  92. {
  93. static float f = 0.0f;
  94. static int counter = 0;
  95. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  96. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  97. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  98. ImGui::Checkbox("Another Window", &show_another_window);
  99. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  100. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  101. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  102. counter++;
  103. ImGui::SameLine();
  104. ImGui::Text("counter = %d", counter);
  105. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  106. ImGui::End();
  107. }
  108. // 3. Show another simple window.
  109. if (show_another_window)
  110. {
  111. 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)
  112. ImGui::Text("Hello from another window!");
  113. if (ImGui::Button("Close Me"))
  114. show_another_window = false;
  115. ImGui::End();
  116. }
  117. // Rendering
  118. ImGui::EndFrame();
  119. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
  120. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
  121. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
  122. 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));
  123. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
  124. if (g_pd3dDevice->BeginScene() >= 0)
  125. {
  126. ImGui::Render();
  127. ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
  128. g_pd3dDevice->EndScene();
  129. }
  130. HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  131. // Handle loss of D3D9 device
  132. if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
  133. ResetDevice();
  134. }
  135. ImGui_ImplDX9_Shutdown();
  136. ImGui_ImplWin32_Shutdown();
  137. ImGui::DestroyContext();
  138. CleanupDeviceD3D();
  139. ::DestroyWindow(hwnd);
  140. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  141. return 0;
  142. }
  143. // Helper functions
  144. bool CreateDeviceD3D(HWND hWnd)
  145. {
  146. if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
  147. return false;
  148. // Create the D3DDevice
  149. ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
  150. g_d3dpp.Windowed = TRUE;
  151. g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  152. g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  153. g_d3dpp.EnableAutoDepthStencil = TRUE;
  154. g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  155. g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
  156. //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
  157. if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
  158. return false;
  159. return true;
  160. }
  161. void CleanupDeviceD3D()
  162. {
  163. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  164. if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
  165. }
  166. void ResetDevice()
  167. {
  168. ImGui_ImplDX9_InvalidateDeviceObjects();
  169. HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
  170. if (hr == D3DERR_INVALIDCALL)
  171. IM_ASSERT(0);
  172. ImGui_ImplDX9_CreateDeviceObjects();
  173. }
  174. // Forward declare message handler from imgui_impl_win32.cpp
  175. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  176. // Win32 message handler
  177. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  178. {
  179. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  180. return true;
  181. switch (msg)
  182. {
  183. case WM_SIZE:
  184. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  185. {
  186. g_d3dpp.BackBufferWidth = LOWORD(lParam);
  187. g_d3dpp.BackBufferHeight = HIWORD(lParam);
  188. ResetDevice();
  189. }
  190. return 0;
  191. case WM_SYSCOMMAND:
  192. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  193. return 0;
  194. break;
  195. case WM_DESTROY:
  196. ::PostQuitMessage(0);
  197. return 0;
  198. }
  199. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  200. }