main.cpp 9.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233
  1. // dear imgui: standalone example application for DirectX 9
  2. // If you are new to dear 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 "imgui_impl_win32.h"
  6. #include <d3d9.h>
  7. #define DIRECTINPUT_VERSION 0x0800
  8. #include <dinput.h>
  9. #include <tchar.h>
  10. // Data
  11. static LPDIRECT3D9 g_pD3D = NULL;
  12. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  13. static D3DPRESENT_PARAMETERS g_d3dpp = {};
  14. // Forward declarations of helper functions
  15. bool CreateDeviceD3D(HWND hWnd);
  16. void CleanupDeviceD3D();
  17. void ResetDevice();
  18. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  19. // Main code
  20. int main(int, char**)
  21. {
  22. // Create application window
  23. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  24. ::RegisterClassEx(&wc);
  25. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  26. // Initialize Direct3D
  27. if (!CreateDeviceD3D(hwnd))
  28. {
  29. CleanupDeviceD3D();
  30. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  31. return 1;
  32. }
  33. // Show the window
  34. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  35. ::UpdateWindow(hwnd);
  36. // Setup Dear ImGui context
  37. IMGUI_CHECKVERSION();
  38. ImGui::CreateContext();
  39. ImGuiIO& io = ImGui::GetIO(); (void)io;
  40. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  41. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  42. // Setup Dear ImGui style
  43. ImGui::StyleColorsDark();
  44. //ImGui::StyleColorsClassic();
  45. // Setup Platform/Renderer bindings
  46. ImGui_ImplWin32_Init(hwnd);
  47. ImGui_ImplDX9_Init(g_pd3dDevice);
  48. // Load Fonts
  49. // - 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.
  50. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  51. // - 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).
  52. // - 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.
  53. // - Read 'docs/FONTS.txt' for more instructions and details.
  54. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  55. //io.Fonts->AddFontDefault();
  56. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  57. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  58. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  59. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  60. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  61. //IM_ASSERT(font != NULL);
  62. // Our state
  63. bool show_demo_window = true;
  64. bool show_another_window = false;
  65. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  66. // Main loop
  67. MSG msg;
  68. ZeroMemory(&msg, sizeof(msg));
  69. while (msg.message != WM_QUIT)
  70. {
  71. // Poll and handle messages (inputs, window resize, etc.)
  72. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  73. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  74. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  75. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  76. if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  77. {
  78. ::TranslateMessage(&msg);
  79. ::DispatchMessage(&msg);
  80. continue;
  81. }
  82. // Start the Dear ImGui frame
  83. ImGui_ImplDX9_NewFrame();
  84. ImGui_ImplWin32_NewFrame();
  85. ImGui::NewFrame();
  86. // 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!).
  87. if (show_demo_window)
  88. ImGui::ShowDemoWindow(&show_demo_window);
  89. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  90. {
  91. static float f = 0.0f;
  92. static int counter = 0;
  93. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  94. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  95. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  96. ImGui::Checkbox("Another Window", &show_another_window);
  97. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  98. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  99. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  100. counter++;
  101. ImGui::SameLine();
  102. ImGui::Text("counter = %d", counter);
  103. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  104. ImGui::End();
  105. }
  106. // 3. Show another simple window.
  107. if (show_another_window)
  108. {
  109. 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)
  110. ImGui::Text("Hello from another window!");
  111. if (ImGui::Button("Close Me"))
  112. show_another_window = false;
  113. ImGui::End();
  114. }
  115. // Rendering
  116. ImGui::EndFrame();
  117. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
  118. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
  119. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
  120. 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));
  121. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
  122. if (g_pd3dDevice->BeginScene() >= 0)
  123. {
  124. ImGui::Render();
  125. ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
  126. g_pd3dDevice->EndScene();
  127. }
  128. HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  129. // Handle loss of D3D9 device
  130. if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
  131. ResetDevice();
  132. }
  133. ImGui_ImplDX9_Shutdown();
  134. ImGui_ImplWin32_Shutdown();
  135. ImGui::DestroyContext();
  136. CleanupDeviceD3D();
  137. ::DestroyWindow(hwnd);
  138. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  139. return 0;
  140. }
  141. // Helper functions
  142. bool CreateDeviceD3D(HWND hWnd)
  143. {
  144. if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
  145. return false;
  146. // Create the D3DDevice
  147. ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
  148. g_d3dpp.Windowed = TRUE;
  149. g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  150. g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  151. g_d3dpp.EnableAutoDepthStencil = TRUE;
  152. g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  153. g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
  154. //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
  155. if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
  156. return false;
  157. return true;
  158. }
  159. void CleanupDeviceD3D()
  160. {
  161. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  162. if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
  163. }
  164. void ResetDevice()
  165. {
  166. ImGui_ImplDX9_InvalidateDeviceObjects();
  167. HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
  168. if (hr == D3DERR_INVALIDCALL)
  169. IM_ASSERT(0);
  170. ImGui_ImplDX9_CreateDeviceObjects();
  171. }
  172. // Forward declare message handler from imgui_impl_win32.cpp
  173. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  174. // Win32 message handler
  175. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  176. {
  177. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  178. return true;
  179. switch (msg)
  180. {
  181. case WM_SIZE:
  182. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  183. {
  184. g_d3dpp.BackBufferWidth = LOWORD(lParam);
  185. g_d3dpp.BackBufferHeight = HIWORD(lParam);
  186. ResetDevice();
  187. }
  188. return 0;
  189. case WM_SYSCOMMAND:
  190. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  191. return 0;
  192. break;
  193. case WM_DESTROY:
  194. ::PostQuitMessage(0);
  195. return 0;
  196. }
  197. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  198. }