main.cpp 7.0 KB

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  1. // ImGui - standalone example application for DirectX 10
  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_dx10.h"
  5. #include <d3d10_1.h>
  6. #include <d3d10.h>
  7. #define DIRECTINPUT_VERSION 0x0800
  8. #include <dinput.h>
  9. #include <tchar.h>
  10. // Data
  11. static ID3D10Device* g_pd3dDevice = NULL;
  12. static IDXGISwapChain* g_pSwapChain = NULL;
  13. static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
  14. void CreateRenderTarget()
  15. {
  16. DXGI_SWAP_CHAIN_DESC sd;
  17. g_pSwapChain->GetDesc(&sd);
  18. // Create the render target
  19. ID3D10Texture2D* pBackBuffer;
  20. D3D10_RENDER_TARGET_VIEW_DESC render_target_view_desc;
  21. ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
  22. render_target_view_desc.Format = sd.BufferDesc.Format;
  23. render_target_view_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
  24. g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
  25. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
  26. g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  27. pBackBuffer->Release();
  28. }
  29. void CleanupRenderTarget()
  30. {
  31. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  32. }
  33. HRESULT CreateDeviceD3D(HWND hWnd)
  34. {
  35. // Setup swap chain
  36. DXGI_SWAP_CHAIN_DESC sd;
  37. {
  38. ZeroMemory(&sd, sizeof(sd));
  39. sd.BufferCount = 2;
  40. sd.BufferDesc.Width = 0;
  41. sd.BufferDesc.Height = 0;
  42. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  43. sd.BufferDesc.RefreshRate.Numerator = 60;
  44. sd.BufferDesc.RefreshRate.Denominator = 1;
  45. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  46. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  47. sd.OutputWindow = hWnd;
  48. sd.SampleDesc.Count = 1;
  49. sd.SampleDesc.Quality = 0;
  50. sd.Windowed = TRUE;
  51. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  52. }
  53. UINT createDeviceFlags = 0;
  54. //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
  55. if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
  56. return E_FAIL;
  57. CreateRenderTarget();
  58. return S_OK;
  59. }
  60. void CleanupDeviceD3D()
  61. {
  62. CleanupRenderTarget();
  63. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  64. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  65. }
  66. extern LRESULT ImGui_ImplDX10_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  67. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  68. {
  69. if (ImGui_ImplDX10_WndProcHandler(hWnd, msg, wParam, lParam))
  70. return true;
  71. switch (msg)
  72. {
  73. case WM_SIZE:
  74. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  75. {
  76. ImGui_ImplDX10_InvalidateDeviceObjects();
  77. CleanupRenderTarget();
  78. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  79. CreateRenderTarget();
  80. ImGui_ImplDX10_CreateDeviceObjects();
  81. }
  82. return 0;
  83. case WM_SYSCOMMAND:
  84. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  85. return 0;
  86. break;
  87. case WM_DESTROY:
  88. PostQuitMessage(0);
  89. return 0;
  90. }
  91. return DefWindowProc(hWnd, msg, wParam, lParam);
  92. }
  93. int main(int, char**)
  94. {
  95. // Create application window
  96. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
  97. RegisterClassEx(&wc);
  98. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  99. // Initialize Direct3D
  100. if (CreateDeviceD3D(hwnd) < 0)
  101. {
  102. CleanupDeviceD3D();
  103. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  104. return 1;
  105. }
  106. // Show the window
  107. ShowWindow(hwnd, SW_SHOWDEFAULT);
  108. UpdateWindow(hwnd);
  109. // Setup ImGui binding
  110. ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
  111. // Load Fonts
  112. // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
  113. //ImGuiIO& io = ImGui::GetIO();
  114. //io.Fonts->AddFontDefault();
  115. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
  116. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
  117. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
  118. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
  119. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  120. bool show_test_window = true;
  121. bool show_another_window = false;
  122. ImVec4 clear_col = ImColor(114, 144, 154);
  123. // Main loop
  124. MSG msg;
  125. ZeroMemory(&msg, sizeof(msg));
  126. while (msg.message != WM_QUIT)
  127. {
  128. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  129. {
  130. TranslateMessage(&msg);
  131. DispatchMessage(&msg);
  132. continue;
  133. }
  134. ImGui_ImplDX10_NewFrame();
  135. // 1. Show a simple window
  136. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  137. {
  138. static float f = 0.0f;
  139. ImGui::Text("Hello, world!");
  140. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  141. ImGui::ColorEdit3("clear color", (float*)&clear_col);
  142. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  143. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  144. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  145. }
  146. // 2. Show another simple window, this time using an explicit Begin/End pair
  147. if (show_another_window)
  148. {
  149. ImGui::Begin("Another Window", &show_another_window);
  150. ImGui::Text("Hello from another window!");
  151. ImGui::End();
  152. }
  153. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  154. if (show_test_window)
  155. {
  156. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
  157. ImGui::ShowTestWindow(&show_test_window);
  158. }
  159. // Rendering
  160. g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
  161. ImGui::Render();
  162. g_pSwapChain->Present(1, 0); // Present with vsync
  163. //g_pSwapChain->Present(0, 0); // Present without vsync
  164. }
  165. ImGui_ImplDX10_Shutdown();
  166. CleanupDeviceD3D();
  167. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  168. return 0;
  169. }