main.cpp 8.8 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. ID3D10Texture2D* pBackBuffer;
  17. g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
  18. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  19. pBackBuffer->Release();
  20. }
  21. void CleanupRenderTarget()
  22. {
  23. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  24. }
  25. HRESULT CreateDeviceD3D(HWND hWnd)
  26. {
  27. // Setup swap chain
  28. DXGI_SWAP_CHAIN_DESC sd;
  29. ZeroMemory(&sd, sizeof(sd));
  30. sd.BufferCount = 2;
  31. sd.BufferDesc.Width = 0;
  32. sd.BufferDesc.Height = 0;
  33. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  34. sd.BufferDesc.RefreshRate.Numerator = 60;
  35. sd.BufferDesc.RefreshRate.Denominator = 1;
  36. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  37. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  38. sd.OutputWindow = hWnd;
  39. sd.SampleDesc.Count = 1;
  40. sd.SampleDesc.Quality = 0;
  41. sd.Windowed = TRUE;
  42. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  43. UINT createDeviceFlags = 0;
  44. //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
  45. if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
  46. return E_FAIL;
  47. CreateRenderTarget();
  48. return S_OK;
  49. }
  50. void CleanupDeviceD3D()
  51. {
  52. CleanupRenderTarget();
  53. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  54. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  55. }
  56. extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  57. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  58. {
  59. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  60. return true;
  61. switch (msg)
  62. {
  63. case WM_SIZE:
  64. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  65. {
  66. ImGui_ImplDX10_InvalidateDeviceObjects();
  67. CleanupRenderTarget();
  68. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  69. CreateRenderTarget();
  70. ImGui_ImplDX10_CreateDeviceObjects();
  71. }
  72. return 0;
  73. case WM_SYSCOMMAND:
  74. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  75. return 0;
  76. break;
  77. case WM_DESTROY:
  78. PostQuitMessage(0);
  79. return 0;
  80. }
  81. return DefWindowProc(hWnd, msg, wParam, lParam);
  82. }
  83. int main(int, char**)
  84. {
  85. // Create application window
  86. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  87. RegisterClassEx(&wc);
  88. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  89. // Initialize Direct3D
  90. if (CreateDeviceD3D(hwnd) < 0)
  91. {
  92. CleanupDeviceD3D();
  93. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  94. return 1;
  95. }
  96. // Show the window
  97. ShowWindow(hwnd, SW_SHOWDEFAULT);
  98. UpdateWindow(hwnd);
  99. // Setup Dear ImGui binding
  100. IMGUI_CHECKVERSION();
  101. ImGui::CreateContext();
  102. ImGuiIO& io = ImGui::GetIO(); (void)io;
  103. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  104. ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
  105. // Setup style
  106. ImGui::StyleColorsDark();
  107. //ImGui::StyleColorsClassic();
  108. // Load Fonts
  109. // - 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.
  110. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  111. // - 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).
  112. // - 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.
  113. // - Read 'misc/fonts/README.txt' for more instructions and details.
  114. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  115. //io.Fonts->AddFontDefault();
  116. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  117. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  118. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  119. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  120. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  121. //IM_ASSERT(font != NULL);
  122. bool show_demo_window = true;
  123. bool show_another_window = false;
  124. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  125. // Main loop
  126. MSG msg;
  127. ZeroMemory(&msg, sizeof(msg));
  128. while (msg.message != WM_QUIT)
  129. {
  130. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  131. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  132. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  133. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  134. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  135. {
  136. TranslateMessage(&msg);
  137. DispatchMessage(&msg);
  138. continue;
  139. }
  140. ImGui_ImplDX10_NewFrame();
  141. // 1. Show a simple window.
  142. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  143. {
  144. static float f = 0.0f;
  145. static int counter = 0;
  146. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  147. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  148. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  149. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  150. ImGui::Checkbox("Another Window", &show_another_window);
  151. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  152. counter++;
  153. ImGui::SameLine();
  154. ImGui::Text("counter = %d", counter);
  155. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  156. }
  157. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  158. if (show_another_window)
  159. {
  160. ImGui::Begin("Another Window", &show_another_window);
  161. ImGui::Text("Hello from another window!");
  162. if (ImGui::Button("Close Me"))
  163. show_another_window = false;
  164. ImGui::End();
  165. }
  166. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  167. if (show_demo_window)
  168. {
  169. 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!
  170. ImGui::ShowDemoWindow(&show_demo_window);
  171. }
  172. // Rendering
  173. g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  174. g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
  175. ImGui::Render();
  176. ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
  177. g_pSwapChain->Present(1, 0); // Present with vsync
  178. //g_pSwapChain->Present(0, 0); // Present without vsync
  179. }
  180. ImGui_ImplDX10_Shutdown();
  181. ImGui::DestroyContext();
  182. CleanupDeviceD3D();
  183. DestroyWindow(hwnd);
  184. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  185. return 0;
  186. }