main.cpp 8.7 KB

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  1. // ImGui - standalone example application for DirectX 9
  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_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 LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  12. static D3DPRESENT_PARAMETERS g_d3dpp;
  13. extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  14. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  15. {
  16. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  17. return true;
  18. switch (msg)
  19. {
  20. case WM_SIZE:
  21. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  22. {
  23. ImGui_ImplDX9_InvalidateDeviceObjects();
  24. g_d3dpp.BackBufferWidth = LOWORD(lParam);
  25. g_d3dpp.BackBufferHeight = HIWORD(lParam);
  26. HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
  27. if (hr == D3DERR_INVALIDCALL)
  28. IM_ASSERT(0);
  29. ImGui_ImplDX9_CreateDeviceObjects();
  30. }
  31. return 0;
  32. case WM_SYSCOMMAND:
  33. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  34. return 0;
  35. break;
  36. case WM_DESTROY:
  37. PostQuitMessage(0);
  38. return 0;
  39. }
  40. return DefWindowProc(hWnd, msg, wParam, lParam);
  41. }
  42. int main(int, char**)
  43. {
  44. // Create application window
  45. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  46. RegisterClassEx(&wc);
  47. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  48. // Initialize Direct3D
  49. LPDIRECT3D9 pD3D;
  50. if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
  51. {
  52. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  53. return 0;
  54. }
  55. ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
  56. g_d3dpp.Windowed = TRUE;
  57. g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  58. g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  59. g_d3dpp.EnableAutoDepthStencil = TRUE;
  60. g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  61. g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
  62. //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
  63. // Create the D3DDevice
  64. if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
  65. {
  66. pD3D->Release();
  67. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  68. return 0;
  69. }
  70. // Setup ImGui binding
  71. ImGui::CreateContext();
  72. ImGuiIO& io = ImGui::GetIO(); (void)io;
  73. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  74. ImGui_ImplWin32_Init(hwnd);
  75. ImGui_ImplDX9_Init(g_pd3dDevice);
  76. // Setup style
  77. ImGui::StyleColorsDark();
  78. //ImGui::StyleColorsClassic();
  79. // Load Fonts
  80. // - 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.
  81. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  82. // - 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).
  83. // - 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.
  84. // - Read 'misc/fonts/README.txt' for more instructions and details.
  85. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  86. //io.Fonts->AddFontDefault();
  87. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  88. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  89. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  90. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  91. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  92. //IM_ASSERT(font != NULL);
  93. bool show_demo_window = true;
  94. bool show_another_window = false;
  95. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  96. // Main loop
  97. MSG msg;
  98. ZeroMemory(&msg, sizeof(msg));
  99. ShowWindow(hwnd, SW_SHOWDEFAULT);
  100. UpdateWindow(hwnd);
  101. while (msg.message != WM_QUIT)
  102. {
  103. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  104. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  105. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  106. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  107. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  108. {
  109. TranslateMessage(&msg);
  110. DispatchMessage(&msg);
  111. continue;
  112. }
  113. ImGui_ImplDX9_NewFrame();
  114. ImGui_ImplWin32_NewFrame();
  115. // 1. Show a simple window.
  116. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  117. {
  118. static float f = 0.0f;
  119. static int counter = 0;
  120. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  121. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  122. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  123. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  124. ImGui::Checkbox("Another Window", &show_another_window);
  125. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  126. counter++;
  127. ImGui::SameLine();
  128. ImGui::Text("counter = %d", counter);
  129. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  130. }
  131. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  132. if (show_another_window)
  133. {
  134. ImGui::Begin("Another Window", &show_another_window);
  135. ImGui::Text("Hello from another window!");
  136. if (ImGui::Button("Close Me"))
  137. show_another_window = false;
  138. ImGui::End();
  139. }
  140. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  141. if (show_demo_window)
  142. {
  143. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
  144. ImGui::ShowDemoWindow(&show_demo_window);
  145. }
  146. // Rendering
  147. ImGui::EndFrame();
  148. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  149. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
  150. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
  151. 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));
  152. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
  153. if (g_pd3dDevice->BeginScene() >= 0)
  154. {
  155. ImGui::Render();
  156. ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
  157. g_pd3dDevice->EndScene();
  158. }
  159. HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  160. // Handle loss of D3D9 device
  161. if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
  162. {
  163. ImGui_ImplDX9_InvalidateDeviceObjects();
  164. g_pd3dDevice->Reset(&g_d3dpp);
  165. ImGui_ImplDX9_CreateDeviceObjects();
  166. }
  167. }
  168. ImGui_ImplDX9_Shutdown();
  169. ImGui_ImplWin32_Shutdown();
  170. ImGui::DestroyContext();
  171. if (g_pd3dDevice) g_pd3dDevice->Release();
  172. if (pD3D) pD3D->Release();
  173. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  174. return 0;
  175. }