main.cpp 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261
  1. // Dear ImGui: standalone example application for DirectX 10
  2. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  3. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  4. #include "imgui.h"
  5. #include "imgui_impl_win32.h"
  6. #include "imgui_impl_dx10.h"
  7. #include <d3d10_1.h>
  8. #include <d3d10.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. // Forward declarations of helper functions
  15. bool CreateDeviceD3D(HWND hWnd);
  16. void CleanupDeviceD3D();
  17. void CreateRenderTarget();
  18. void CleanupRenderTarget();
  19. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  20. // Main code
  21. int main(int, char**)
  22. {
  23. // Create application window
  24. //ImGui_ImplWin32_EnableDpiAwareness();
  25. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  26. ::RegisterClassEx(&wc);
  27. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  28. // Initialize Direct3D
  29. if (!CreateDeviceD3D(hwnd))
  30. {
  31. CleanupDeviceD3D();
  32. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  33. return 1;
  34. }
  35. // Show the window
  36. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  37. ::UpdateWindow(hwnd);
  38. // Setup Dear ImGui context
  39. IMGUI_CHECKVERSION();
  40. ImGui::CreateContext();
  41. ImGuiIO& io = ImGui::GetIO(); (void)io;
  42. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  43. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  44. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  45. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  46. //io.ConfigViewportsNoAutoMerge = true;
  47. //io.ConfigViewportsNoTaskBarIcon = true;
  48. // Setup Dear ImGui style
  49. ImGui::StyleColorsDark();
  50. //ImGui::StyleColorsClassic();
  51. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  52. ImGuiStyle& style = ImGui::GetStyle();
  53. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  54. {
  55. style.WindowRounding = 0.0f;
  56. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  57. }
  58. // Setup Platform/Renderer backends
  59. ImGui_ImplWin32_Init(hwnd);
  60. ImGui_ImplDX10_Init(g_pd3dDevice);
  61. // Load Fonts
  62. // - 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.
  63. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  64. // - 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).
  65. // - 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.
  66. // - Read 'docs/FONTS.md' for more instructions and details.
  67. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  68. //io.Fonts->AddFontDefault();
  69. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  70. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  71. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  72. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  73. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  74. //IM_ASSERT(font != NULL);
  75. // Our state
  76. bool show_demo_window = true;
  77. bool show_another_window = false;
  78. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  79. // Main loop
  80. bool done = false;
  81. while (!done)
  82. {
  83. // Poll and handle messages (inputs, window resize, etc.)
  84. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  85. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  86. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  87. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  88. MSG msg;
  89. while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  90. {
  91. ::TranslateMessage(&msg);
  92. ::DispatchMessage(&msg);
  93. if (msg.message == WM_QUIT)
  94. done = true;
  95. }
  96. if (done)
  97. break;
  98. // Start the Dear ImGui frame
  99. ImGui_ImplDX10_NewFrame();
  100. ImGui_ImplWin32_NewFrame();
  101. ImGui::NewFrame();
  102. // 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!).
  103. if (show_demo_window)
  104. ImGui::ShowDemoWindow(&show_demo_window);
  105. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  106. {
  107. static float f = 0.0f;
  108. static int counter = 0;
  109. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  110. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  111. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  112. ImGui::Checkbox("Another Window", &show_another_window);
  113. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  114. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  115. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  116. counter++;
  117. ImGui::SameLine();
  118. ImGui::Text("counter = %d", counter);
  119. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  120. ImGui::End();
  121. }
  122. // 3. Show another simple window.
  123. if (show_another_window)
  124. {
  125. 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)
  126. ImGui::Text("Hello from another window!");
  127. if (ImGui::Button("Close Me"))
  128. show_another_window = false;
  129. ImGui::End();
  130. }
  131. // Rendering
  132. ImGui::Render();
  133. 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 };
  134. g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  135. g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
  136. ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
  137. // Update and Render additional Platform Windows
  138. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  139. {
  140. ImGui::UpdatePlatformWindows();
  141. ImGui::RenderPlatformWindowsDefault();
  142. }
  143. g_pSwapChain->Present(1, 0); // Present with vsync
  144. //g_pSwapChain->Present(0, 0); // Present without vsync
  145. }
  146. ImGui_ImplDX10_Shutdown();
  147. ImGui_ImplWin32_Shutdown();
  148. ImGui::DestroyContext();
  149. CleanupDeviceD3D();
  150. ::DestroyWindow(hwnd);
  151. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  152. return 0;
  153. }
  154. // Helper functions
  155. bool CreateDeviceD3D(HWND hWnd)
  156. {
  157. // Setup swap chain
  158. DXGI_SWAP_CHAIN_DESC sd;
  159. ZeroMemory(&sd, sizeof(sd));
  160. sd.BufferCount = 2;
  161. sd.BufferDesc.Width = 0;
  162. sd.BufferDesc.Height = 0;
  163. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  164. sd.BufferDesc.RefreshRate.Numerator = 60;
  165. sd.BufferDesc.RefreshRate.Denominator = 1;
  166. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  167. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  168. sd.OutputWindow = hWnd;
  169. sd.SampleDesc.Count = 1;
  170. sd.SampleDesc.Quality = 0;
  171. sd.Windowed = TRUE;
  172. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  173. UINT createDeviceFlags = 0;
  174. //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
  175. if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
  176. return false;
  177. CreateRenderTarget();
  178. return true;
  179. }
  180. void CleanupDeviceD3D()
  181. {
  182. CleanupRenderTarget();
  183. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  184. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  185. }
  186. void CreateRenderTarget()
  187. {
  188. ID3D10Texture2D* pBackBuffer;
  189. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  190. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  191. pBackBuffer->Release();
  192. }
  193. void CleanupRenderTarget()
  194. {
  195. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  196. }
  197. // Forward declare message handler from imgui_impl_win32.cpp
  198. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  199. // Win32 message handler
  200. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  201. {
  202. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  203. return true;
  204. switch (msg)
  205. {
  206. case WM_SIZE:
  207. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  208. {
  209. CleanupRenderTarget();
  210. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  211. CreateRenderTarget();
  212. }
  213. return 0;
  214. case WM_SYSCOMMAND:
  215. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  216. return 0;
  217. break;
  218. case WM_DESTROY:
  219. ::PostQuitMessage(0);
  220. return 0;
  221. }
  222. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  223. }