main.cpp 14 KB

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  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. static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
  14. struct CUSTOMVERTEX
  15. {
  16. D3DXVECTOR3 pos;
  17. D3DCOLOR col;
  18. D3DXVECTOR2 uv;
  19. };
  20. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  21. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  22. // If text or lines are blurry when integrating ImGui in your engine:
  23. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  24. // - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
  25. static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  26. {
  27. size_t total_vtx_count = 0;
  28. for (int n = 0; n < cmd_lists_count; n++)
  29. total_vtx_count += cmd_lists[n]->vtx_buffer.size();
  30. if (total_vtx_count == 0)
  31. return;
  32. // Copy and convert all vertices into a single contiguous buffer
  33. CUSTOMVERTEX* vtx_dst;
  34. if (g_pVB->Lock(0, total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  35. return;
  36. for (int n = 0; n < cmd_lists_count; n++)
  37. {
  38. const ImDrawList* cmd_list = cmd_lists[n];
  39. const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
  40. for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
  41. {
  42. vtx_dst->pos.x = vtx_src->pos.x;
  43. vtx_dst->pos.y = vtx_src->pos.y;
  44. vtx_dst->pos.z = 0.0f;
  45. vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
  46. vtx_dst->uv.x = vtx_src->uv.x;
  47. vtx_dst->uv.y = vtx_src->uv.y;
  48. vtx_dst++;
  49. vtx_src++;
  50. }
  51. }
  52. g_pVB->Unlock();
  53. g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
  54. g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
  55. // Setup render state: alpha-blending, no face culling, no depth testing
  56. g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
  57. g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
  58. g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
  59. g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
  60. g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
  61. g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
  62. g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
  63. g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
  64. g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
  65. // Setup texture
  66. g_pd3dDevice->SetTexture( 0, g_pTexture );
  67. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
  68. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
  69. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  70. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  71. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
  72. g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
  73. g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
  74. // Setup orthographic projection matrix
  75. D3DXMATRIXA16 mat;
  76. D3DXMatrixIdentity(&mat);
  77. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
  78. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
  79. D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
  80. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
  81. // Render command lists
  82. int vtx_offset = 0;
  83. for (int n = 0; n < cmd_lists_count; n++)
  84. {
  85. // Render command list
  86. const ImDrawList* cmd_list = cmd_lists[n];
  87. for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
  88. {
  89. const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
  90. const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
  91. g_pd3dDevice->SetScissorRect(&r);
  92. g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
  93. vtx_offset += pcmd->vtx_count;
  94. }
  95. }
  96. }
  97. HRESULT InitDeviceD3D(HWND hWnd)
  98. {
  99. if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
  100. return E_FAIL;
  101. D3DPRESENT_PARAMETERS d3dpp;
  102. ZeroMemory(&d3dpp, sizeof(d3dpp));
  103. d3dpp.Windowed = TRUE;
  104. d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  105. d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  106. d3dpp.EnableAutoDepthStencil = TRUE;
  107. d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  108. d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  109. // Create the D3DDevice
  110. if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
  111. return E_FAIL;
  112. return S_OK;
  113. }
  114. void CleanupDevice()
  115. {
  116. // InitImGui
  117. if (g_pVB) g_pVB->Release();
  118. // InitDeviceD3D
  119. if (g_pTexture) g_pTexture->Release();
  120. if (g_pd3dDevice) g_pd3dDevice->Release();
  121. if (g_pD3D) g_pD3D->Release();
  122. }
  123. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  124. {
  125. ImGuiIO& io = ImGui::GetIO();
  126. switch (msg)
  127. {
  128. case WM_LBUTTONDOWN:
  129. io.MouseDown[0] = true;
  130. return true;
  131. case WM_LBUTTONUP:
  132. io.MouseDown[0] = false;
  133. return true;
  134. case WM_RBUTTONDOWN:
  135. io.MouseDown[1] = true;
  136. return true;
  137. case WM_RBUTTONUP:
  138. io.MouseDown[1] = false;
  139. return true;
  140. case WM_MOUSEWHEEL:
  141. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  142. return true;
  143. case WM_MOUSEMOVE:
  144. // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  145. io.MousePos.x = (signed short)(lParam);
  146. io.MousePos.y = (signed short)(lParam >> 16);
  147. return true;
  148. case WM_CHAR:
  149. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  150. if (wParam > 0 && wParam < 0x10000)
  151. io.AddInputCharacter((unsigned short)wParam);
  152. return true;
  153. case WM_DESTROY:
  154. CleanupDevice();
  155. PostQuitMessage(0);
  156. return 0;
  157. }
  158. return DefWindowProc(hWnd, msg, wParam, lParam);
  159. }
  160. void InitImGui()
  161. {
  162. RECT rect;
  163. GetClientRect(hWnd, &rect);
  164. int display_w = (int)(rect.right - rect.left);
  165. int display_h = (int)(rect.bottom - rect.top);
  166. ImGuiIO& io = ImGui::GetIO();
  167. io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
  168. 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)
  169. io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
  170. 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.
  171. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  172. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  173. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  174. io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
  175. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  176. io.KeyMap[ImGuiKey_End] = VK_END;
  177. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  178. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  179. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  180. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  181. io.KeyMap[ImGuiKey_A] = 'A';
  182. io.KeyMap[ImGuiKey_C] = 'C';
  183. io.KeyMap[ImGuiKey_V] = 'V';
  184. io.KeyMap[ImGuiKey_X] = 'X';
  185. io.KeyMap[ImGuiKey_Y] = 'Y';
  186. io.KeyMap[ImGuiKey_Z] = 'Z';
  187. io.RenderDrawListsFn = ImImpl_RenderDrawLists;
  188. // Create the vertex buffer
  189. if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
  190. {
  191. IM_ASSERT(0);
  192. return;
  193. }
  194. // Load font
  195. io.Font = new ImFont();
  196. io.Font->LoadDefault();
  197. //io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
  198. io.Font->LoadFromFileTTF("../../extra_fonts/ArialUni.ttf", 20.0f, ImFont::GetGlyphRangesDefault());
  199. //io.Font->DisplayOffset.y += 0.0f;
  200. IM_ASSERT(io.Font->IsLoaded());
  201. // Copy font texture
  202. if (D3DXCreateTexture(g_pd3dDevice, io.Font->TexWidth, io.Font->TexHeight, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &g_pTexture) < 0) { IM_ASSERT(0); return; }
  203. D3DLOCKED_RECT tex_locked_rect;
  204. if (g_pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) { IM_ASSERT(0); return; }
  205. for (int y = 0; y < io.Font->TexHeight; y++)
  206. memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, io.Font->TexPixels + io.Font->TexWidth * y, io.Font->TexWidth);
  207. g_pTexture->UnlockRect(0);
  208. }
  209. INT64 ticks_per_second = 0;
  210. INT64 last_time = 0;
  211. void UpdateImGui()
  212. {
  213. ImGuiIO& io = ImGui::GetIO();
  214. // Setup time step
  215. INT64 current_time;
  216. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  217. io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
  218. last_time = current_time;
  219. // Setup inputs
  220. // (we already got mouse position, buttons, wheel from the window message callback)
  221. BYTE keystate[256];
  222. GetKeyboardState(keystate);
  223. for (int i = 0; i < 256; i++)
  224. io.KeysDown[i] = (keystate[i] & 0x80) != 0;
  225. io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
  226. io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
  227. // io.MousePos : filled by WM_MOUSEMOVE event
  228. // io.MouseDown : filled by WM_*BUTTON* events
  229. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  230. // Start the frame
  231. ImGui::NewFrame();
  232. }
  233. int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
  234. {
  235. // Register the window class
  236. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
  237. RegisterClassEx(&wc);
  238. // Create the application's window
  239. hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  240. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
  241. return 1;
  242. if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
  243. return 1;
  244. // Initialize Direct3D
  245. if (InitDeviceD3D(hWnd) < 0)
  246. {
  247. CleanupDevice();
  248. UnregisterClass(L"ImGui Example", wc.hInstance);
  249. return 1;
  250. }
  251. // Show the window
  252. ShowWindow(hWnd, SW_SHOWDEFAULT);
  253. UpdateWindow(hWnd);
  254. InitImGui();
  255. // Enter the message loop
  256. MSG msg;
  257. ZeroMemory(&msg, sizeof(msg));
  258. while (msg.message != WM_QUIT)
  259. {
  260. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  261. {
  262. TranslateMessage(&msg);
  263. DispatchMessage(&msg);
  264. continue;
  265. }
  266. UpdateImGui();
  267. static bool show_test_window = true;
  268. static bool show_another_window = false;
  269. // 1. Show a simple window
  270. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  271. {
  272. static float f;
  273. ImGui::Text("Hello, world!");
  274. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  275. show_test_window ^= ImGui::Button("Test Window");
  276. show_another_window ^= ImGui::Button("Another Window");
  277. // Calculate and show frame rate
  278. static float ms_per_frame[120] = { 0 };
  279. static int ms_per_frame_idx = 0;
  280. static float ms_per_frame_accum = 0.0f;
  281. ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
  282. ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
  283. ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
  284. ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
  285. const float ms_per_frame_avg = ms_per_frame_accum / 120;
  286. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
  287. }
  288. // 2. Show another simple window, this time using an explicit Begin/End pair
  289. if (show_another_window)
  290. {
  291. ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
  292. ImGui::Text("Hello");
  293. ImGui::End();
  294. }
  295. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  296. if (show_test_window)
  297. {
  298. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
  299. ImGui::ShowTestWindow(&show_test_window);
  300. }
  301. // Rendering
  302. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  303. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
  304. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
  305. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0);
  306. if (g_pd3dDevice->BeginScene() >= 0)
  307. {
  308. ImGui::Render();
  309. g_pd3dDevice->EndScene();
  310. }
  311. g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  312. }
  313. ImGui::Shutdown();
  314. UnregisterClass(L"ImGui Example", wc.hInstance);
  315. return 0;
  316. }