main.cpp 11 KB

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  1. // Dear ImGui: standalone example application for SDL2 + DirectX 11
  2. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
  3. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  4. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  5. #include "imgui.h"
  6. #include "imgui_impl_sdl2.h"
  7. #include "imgui_impl_dx11.h"
  8. #include <d3d11.h>
  9. #include <stdio.h>
  10. #include <SDL.h>
  11. #include <SDL_syswm.h>
  12. // Data
  13. static ID3D11Device* g_pd3dDevice = NULL;
  14. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  15. static IDXGISwapChain* g_pSwapChain = NULL;
  16. static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
  17. // Forward declarations of helper functions
  18. bool CreateDeviceD3D(HWND hWnd);
  19. void CleanupDeviceD3D();
  20. void CreateRenderTarget();
  21. void CleanupRenderTarget();
  22. // Main code
  23. int main(int, char**)
  24. {
  25. // Setup SDL
  26. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  27. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
  28. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  29. {
  30. printf("Error: %s\n", SDL_GetError());
  31. return -1;
  32. }
  33. // Setup window
  34. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  35. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  36. SDL_SysWMinfo wmInfo;
  37. SDL_VERSION(&wmInfo.version);
  38. SDL_GetWindowWMInfo(window, &wmInfo);
  39. HWND hwnd = (HWND)wmInfo.info.win.window;
  40. // Initialize Direct3D
  41. if (!CreateDeviceD3D(hwnd))
  42. {
  43. CleanupDeviceD3D();
  44. return 1;
  45. }
  46. // Setup Dear ImGui context
  47. IMGUI_CHECKVERSION();
  48. ImGui::CreateContext();
  49. ImGuiIO& io = ImGui::GetIO(); (void)io;
  50. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  51. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  52. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  53. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  54. //io.ConfigViewportsNoAutoMerge = true;
  55. //io.ConfigViewportsNoTaskBarIcon = true;
  56. // Setup Dear ImGui style
  57. ImGui::StyleColorsDark();
  58. //ImGui::StyleColorsLight();
  59. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  60. ImGuiStyle& style = ImGui::GetStyle();
  61. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  62. {
  63. style.WindowRounding = 0.0f;
  64. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  65. }
  66. // Setup Platform/Renderer backends
  67. ImGui_ImplSDL2_InitForD3D(window);
  68. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  69. // Load Fonts
  70. // - 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.
  71. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  72. // - 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).
  73. // - 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.
  74. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  75. // - Read 'docs/FONTS.md' for more instructions and details.
  76. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  77. //io.Fonts->AddFontDefault();
  78. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  79. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  80. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  81. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  82. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  83. //IM_ASSERT(font != NULL);
  84. // Our state
  85. bool show_demo_window = true;
  86. bool show_another_window = false;
  87. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  88. // Main loop
  89. bool done = false;
  90. while (!done)
  91. {
  92. // Poll and handle events (inputs, window resize, etc.)
  93. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  94. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  95. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  96. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  97. SDL_Event event;
  98. while (SDL_PollEvent(&event))
  99. {
  100. ImGui_ImplSDL2_ProcessEvent(&event);
  101. if (event.type == SDL_QUIT)
  102. done = true;
  103. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  104. done = true;
  105. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
  106. {
  107. // Release all outstanding references to the swap chain's buffers before resizing.
  108. CleanupRenderTarget();
  109. g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
  110. CreateRenderTarget();
  111. }
  112. }
  113. // Start the Dear ImGui frame
  114. ImGui_ImplDX11_NewFrame();
  115. ImGui_ImplSDL2_NewFrame();
  116. ImGui::NewFrame();
  117. // 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!).
  118. if (show_demo_window)
  119. ImGui::ShowDemoWindow(&show_demo_window);
  120. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  121. {
  122. static float f = 0.0f;
  123. static int counter = 0;
  124. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  125. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  126. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  127. ImGui::Checkbox("Another Window", &show_another_window);
  128. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  129. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  130. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  131. counter++;
  132. ImGui::SameLine();
  133. ImGui::Text("counter = %d", counter);
  134. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  135. ImGui::End();
  136. }
  137. // 3. Show another simple window.
  138. if (show_another_window)
  139. {
  140. 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)
  141. ImGui::Text("Hello from another window!");
  142. if (ImGui::Button("Close Me"))
  143. show_another_window = false;
  144. ImGui::End();
  145. }
  146. // Rendering
  147. ImGui::Render();
  148. const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
  149. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  150. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
  151. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  152. // Update and Render additional Platform Windows
  153. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  154. {
  155. ImGui::UpdatePlatformWindows();
  156. ImGui::RenderPlatformWindowsDefault();
  157. }
  158. g_pSwapChain->Present(1, 0); // Present with vsync
  159. //g_pSwapChain->Present(0, 0); // Present without vsync
  160. }
  161. // Cleanup
  162. ImGui_ImplDX11_Shutdown();
  163. ImGui_ImplSDL2_Shutdown();
  164. ImGui::DestroyContext();
  165. CleanupDeviceD3D();
  166. SDL_DestroyWindow(window);
  167. SDL_Quit();
  168. return 0;
  169. }
  170. // Helper functions to use DirectX11
  171. bool CreateDeviceD3D(HWND hWnd)
  172. {
  173. // Setup swap chain
  174. DXGI_SWAP_CHAIN_DESC sd;
  175. ZeroMemory(&sd, sizeof(sd));
  176. sd.BufferCount = 2;
  177. sd.BufferDesc.Width = 0;
  178. sd.BufferDesc.Height = 0;
  179. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  180. sd.BufferDesc.RefreshRate.Numerator = 60;
  181. sd.BufferDesc.RefreshRate.Denominator = 1;
  182. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  183. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  184. sd.OutputWindow = hWnd;
  185. sd.SampleDesc.Count = 1;
  186. sd.SampleDesc.Quality = 0;
  187. sd.Windowed = TRUE;
  188. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  189. UINT createDeviceFlags = 0;
  190. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  191. D3D_FEATURE_LEVEL featureLevel;
  192. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  193. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  194. return false;
  195. CreateRenderTarget();
  196. return true;
  197. }
  198. void CleanupDeviceD3D()
  199. {
  200. CleanupRenderTarget();
  201. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  202. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  203. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  204. }
  205. void CreateRenderTarget()
  206. {
  207. ID3D11Texture2D* pBackBuffer;
  208. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  209. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  210. pBackBuffer->Release();
  211. }
  212. void CleanupRenderTarget()
  213. {
  214. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  215. }