123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374 |
- // ImGui - standalone example application for DirectX 9
- #include <windows.h>
- #include "../../imgui.h"
- // DirectX 9
- #include <d3dx9.h>
- #define DIRECTINPUT_VERSION 0x0800
- #include <dinput.h>
- #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
- static HWND hWnd;
- static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
- static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
- static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
- struct CUSTOMVERTEX
- {
- D3DXVECTOR3 pos;
- D3DCOLOR col;
- D3DXVECTOR2 uv;
- };
- #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
- // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
- // If text or lines are blurry when integrating ImGui in your engine:
- // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
- static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
- {
- size_t total_vtx_count = 0;
- for (int n = 0; n < cmd_lists_count; n++)
- total_vtx_count += cmd_lists[n]->vtx_buffer.size();
- if (total_vtx_count == 0)
- return;
- // Copy and convert all vertices into a single contiguous buffer
- CUSTOMVERTEX* vtx_dst;
- if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
- return;
- for (int n = 0; n < cmd_lists_count; n++)
- {
- const ImDrawList* cmd_list = cmd_lists[n];
- const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
- for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
- {
- vtx_dst->pos.x = vtx_src->pos.x;
- vtx_dst->pos.y = vtx_src->pos.y;
- vtx_dst->pos.z = 0.0f;
- vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->uv.x = vtx_src->uv.x;
- vtx_dst->uv.y = vtx_src->uv.y;
- vtx_dst++;
- vtx_src++;
- }
- }
- g_pVB->Unlock();
- g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
- g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
- // Setup render state: alpha-blending, no face culling, no depth testing
- g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
- g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
- g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
- g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
- g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
- g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
- g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
- g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
- g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
- g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
- g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
- g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
- g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
- g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
- g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
- g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
- // Setup orthographic projection matrix
- D3DXMATRIXA16 mat;
- D3DXMatrixIdentity(&mat);
- g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
- g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
- D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
- g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
- // Render command lists
- int vtx_offset = 0;
- for (int n = 0; n < cmd_lists_count; n++)
- {
- // Render command list
- const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
- const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
- g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
- g_pd3dDevice->SetScissorRect(&r);
- g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
- vtx_offset += pcmd->vtx_count;
- }
- }
- }
- HRESULT InitDeviceD3D(HWND hWnd)
- {
- if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
- return E_FAIL;
- D3DPRESENT_PARAMETERS d3dpp;
- ZeroMemory(&d3dpp, sizeof(d3dpp));
- d3dpp.Windowed = TRUE;
- d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
- d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
- d3dpp.EnableAutoDepthStencil = TRUE;
- d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
- d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
- // Create the D3DDevice
- if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
- return E_FAIL;
- return S_OK;
- }
- void CleanupDevice()
- {
- // InitImGui
- if (g_pVB) g_pVB->Release();
- // InitDeviceD3D
- if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
- tex->Release();
- if (g_pd3dDevice) g_pd3dDevice->Release();
- if (g_pD3D) g_pD3D->Release();
- }
- LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
- {
- case WM_LBUTTONDOWN:
- io.MouseDown[0] = true;
- return true;
- case WM_LBUTTONUP:
- io.MouseDown[0] = false;
- return true;
- case WM_RBUTTONDOWN:
- io.MouseDown[1] = true;
- return true;
- case WM_RBUTTONUP:
- io.MouseDown[1] = false;
- return true;
- case WM_MOUSEWHEEL:
- io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return true;
- case WM_MOUSEMOVE:
- // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
- io.MousePos.x = (signed short)(lParam);
- io.MousePos.y = (signed short)(lParam >> 16);
- return true;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacter((unsigned short)wParam);
- return true;
- case WM_DESTROY:
- CleanupDevice();
- PostQuitMessage(0);
- return 0;
- }
- return DefWindowProc(hWnd, msg, wParam, lParam);
- }
- void LoadFontsTexture()
- {
- // Load one or more font
- ImGuiIO& io = ImGui::GetIO();
- //ImFont* my_font1 = io.Fonts->AddFontDefault();
- //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
- //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
- //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
- //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
- // Build
- unsigned char* pixels;
- int width, height, bytes_per_pixel;
- io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
- // Create texture
- LPDIRECT3DTEXTURE9 pTexture = NULL;
- if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
- {
- IM_ASSERT(0);
- return;
- }
- // Copy pixels
- D3DLOCKED_RECT tex_locked_rect;
- if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
- {
- IM_ASSERT(0);
- return;
- }
- for (int y = 0; y < height; y++)
- memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
- pTexture->UnlockRect(0);
- // Store our identifier
- io.Fonts->TexID = (void *)pTexture;
- }
- void InitImGui()
- {
- RECT rect;
- GetClientRect(hWnd, &rect);
- int display_w = (int)(rect.right - rect.left);
- int display_h = (int)(rect.bottom - rect.top);
- ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
- 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)
- 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.
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
- io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeWindowHandle = hWnd;
-
- // Create the vertex buffer
- if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
- {
- IM_ASSERT(0);
- return;
- }
- LoadFontsTexture();
- }
- INT64 ticks_per_second = 0;
- INT64 last_time = 0;
- void UpdateImGui()
- {
- ImGuiIO& io = ImGui::GetIO();
- // Setup time step
- INT64 current_time;
- QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
- last_time = current_time;
- // Setup inputs
- // (we already got mouse position, buttons, wheel from the window message callback)
- BYTE keystate[256];
- GetKeyboardState(keystate);
- for (int i = 0; i < 256; i++)
- io.KeysDown[i] = (keystate[i] & 0x80) != 0;
- io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
- io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
- // io.MousePos : filled by WM_MOUSEMOVE event
- // io.MouseDown : filled by WM_*BUTTON* events
- // io.MouseWheel : filled by WM_MOUSEWHEEL events
- // Start the frame
- ImGui::NewFrame();
- }
- int main(int argc, char** argv)
- {
- // Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
- RegisterClassEx(&wc);
- // Create the application's window
- hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
- return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
- return 1;
- // Initialize Direct3D
- if (InitDeviceD3D(hWnd) < 0)
- {
- CleanupDevice();
- UnregisterClass(L"ImGui Example", wc.hInstance);
- return 1;
- }
- // Show the window
- ShowWindow(hWnd, SW_SHOWDEFAULT);
- UpdateWindow(hWnd);
- InitImGui();
- bool show_test_window = true;
- bool show_another_window = false;
- ImVec4 clear_col = ImColor(114, 144, 154);
- // Enter the message loop
- MSG msg;
- ZeroMemory(&msg, sizeof(msg));
- while (msg.message != WM_QUIT)
- {
- if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
- {
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- continue;
- }
- UpdateImGui();
- // 1. Show a simple window
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
- {
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_col);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
- }
- // 2. Show another simple window, this time using an explicit Begin/End pair
- if (show_another_window)
- {
- ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
- ImGui::Text("Hello");
- ImGui::End();
- }
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
- if (show_test_window)
- {
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
- }
- // Rendering
- g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
- g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
- g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
- D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_col.x*255.0f), (int)(clear_col.y*255.0f), (int)(clear_col.z*255.0f), (int)(clear_col.w*255.0f));
- g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
- if (g_pd3dDevice->BeginScene() >= 0)
- {
- ImGui::Render();
- g_pd3dDevice->EndScene();
- }
- g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
- }
- ImGui::Shutdown();
- UnregisterClass(L"ImGui Example", wc.hInstance);
- return 0;
- }
|