main.cpp 12 KB

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  1. // Dear ImGui: standalone example application for DirectX 11
  2. // Learn about Dear ImGui:
  3. // - FAQ https://dearimgui.com/faq
  4. // - Getting Started https://dearimgui.com/getting-started
  5. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  6. // - Introduction, links and more at the top of imgui.cpp
  7. #include "imgui.h"
  8. #include "imgui_impl_win32.h"
  9. #include "imgui_impl_dx11.h"
  10. #include <d3d11.h>
  11. #include <tchar.h>
  12. // Data
  13. static ID3D11Device* g_pd3dDevice = nullptr;
  14. static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
  15. static IDXGISwapChain* g_pSwapChain = nullptr;
  16. static bool g_SwapChainOccluded = false;
  17. static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
  18. static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
  19. // Forward declarations of helper functions
  20. bool CreateDeviceD3D(HWND hWnd);
  21. void CleanupDeviceD3D();
  22. void CreateRenderTarget();
  23. void CleanupRenderTarget();
  24. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  25. // Main code
  26. int main(int, char**)
  27. {
  28. // Create application window
  29. //ImGui_ImplWin32_EnableDpiAwareness();
  30. WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
  31. ::RegisterClassExW(&wc);
  32. HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
  33. // Initialize Direct3D
  34. if (!CreateDeviceD3D(hwnd))
  35. {
  36. CleanupDeviceD3D();
  37. ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
  38. return 1;
  39. }
  40. // Show the window
  41. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  42. ::UpdateWindow(hwnd);
  43. // Setup Dear ImGui context
  44. IMGUI_CHECKVERSION();
  45. ImGui::CreateContext();
  46. ImGuiIO& io = ImGui::GetIO(); (void)io;
  47. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  48. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  49. // Setup Dear ImGui style
  50. ImGui::StyleColorsDark();
  51. //ImGui::StyleColorsLight();
  52. // Setup Platform/Renderer backends
  53. ImGui_ImplWin32_Init(hwnd);
  54. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  55. // Load Fonts
  56. // - 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.
  57. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  58. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  59. // - 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.
  60. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  61. // - Read 'docs/FONTS.md' for more instructions and details.
  62. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  63. //io.Fonts->AddFontDefault();
  64. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  65. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  66. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  67. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  68. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  69. //IM_ASSERT(font != nullptr);
  70. // Our state
  71. bool show_demo_window = true;
  72. bool show_another_window = false;
  73. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  74. // Main loop
  75. bool done = false;
  76. while (!done)
  77. {
  78. // Poll and handle messages (inputs, window resize, etc.)
  79. // See the WndProc() function below for our to dispatch events to the Win32 backend.
  80. MSG msg;
  81. while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
  82. {
  83. ::TranslateMessage(&msg);
  84. ::DispatchMessage(&msg);
  85. if (msg.message == WM_QUIT)
  86. done = true;
  87. }
  88. if (done)
  89. break;
  90. // Handle window being minimized or screen locked
  91. if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
  92. {
  93. ::Sleep(10);
  94. continue;
  95. }
  96. g_SwapChainOccluded = false;
  97. // Handle window resize (we don't resize directly in the WM_SIZE handler)
  98. if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
  99. {
  100. CleanupRenderTarget();
  101. g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0);
  102. g_ResizeWidth = g_ResizeHeight = 0;
  103. CreateRenderTarget();
  104. }
  105. // Start the Dear ImGui frame
  106. ImGui_ImplDX11_NewFrame();
  107. ImGui_ImplWin32_NewFrame();
  108. ImGui::NewFrame();
  109. // 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!).
  110. if (show_demo_window)
  111. ImGui::ShowDemoWindow(&show_demo_window);
  112. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  113. {
  114. static float f = 0.0f;
  115. static int counter = 0;
  116. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  117. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  118. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  119. ImGui::Checkbox("Another Window", &show_another_window);
  120. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  121. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  122. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  123. counter++;
  124. ImGui::SameLine();
  125. ImGui::Text("counter = %d", counter);
  126. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  127. ImGui::End();
  128. }
  129. // 3. Show another simple window.
  130. if (show_another_window)
  131. {
  132. 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)
  133. ImGui::Text("Hello from another window!");
  134. if (ImGui::Button("Close Me"))
  135. show_another_window = false;
  136. ImGui::End();
  137. }
  138. // Rendering
  139. ImGui::Render();
  140. 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 };
  141. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
  142. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
  143. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  144. // Present
  145. HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
  146. //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
  147. g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
  148. }
  149. // Cleanup
  150. ImGui_ImplDX11_Shutdown();
  151. ImGui_ImplWin32_Shutdown();
  152. ImGui::DestroyContext();
  153. CleanupDeviceD3D();
  154. ::DestroyWindow(hwnd);
  155. ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
  156. return 0;
  157. }
  158. // Helper functions
  159. bool CreateDeviceD3D(HWND hWnd)
  160. {
  161. // Setup swap chain
  162. DXGI_SWAP_CHAIN_DESC sd;
  163. ZeroMemory(&sd, sizeof(sd));
  164. sd.BufferCount = 2;
  165. sd.BufferDesc.Width = 0;
  166. sd.BufferDesc.Height = 0;
  167. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  168. sd.BufferDesc.RefreshRate.Numerator = 60;
  169. sd.BufferDesc.RefreshRate.Denominator = 1;
  170. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  171. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  172. sd.OutputWindow = hWnd;
  173. sd.SampleDesc.Count = 1;
  174. sd.SampleDesc.Quality = 0;
  175. sd.Windowed = TRUE;
  176. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  177. UINT createDeviceFlags = 0;
  178. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  179. D3D_FEATURE_LEVEL featureLevel;
  180. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  181. HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
  182. if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
  183. res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
  184. if (res != S_OK)
  185. return false;
  186. CreateRenderTarget();
  187. return true;
  188. }
  189. void CleanupDeviceD3D()
  190. {
  191. CleanupRenderTarget();
  192. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
  193. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
  194. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
  195. }
  196. void CreateRenderTarget()
  197. {
  198. ID3D11Texture2D* pBackBuffer;
  199. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  200. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
  201. pBackBuffer->Release();
  202. }
  203. void CleanupRenderTarget()
  204. {
  205. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
  206. }
  207. // Forward declare message handler from imgui_impl_win32.cpp
  208. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  209. // Win32 message handler
  210. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  211. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  212. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  213. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  214. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  215. {
  216. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  217. return true;
  218. switch (msg)
  219. {
  220. case WM_SIZE:
  221. if (wParam == SIZE_MINIMIZED)
  222. return 0;
  223. g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
  224. g_ResizeHeight = (UINT)HIWORD(lParam);
  225. return 0;
  226. case WM_SYSCOMMAND:
  227. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  228. return 0;
  229. break;
  230. case WM_DESTROY:
  231. ::PostQuitMessage(0);
  232. return 0;
  233. }
  234. return ::DefWindowProcW(hWnd, msg, wParam, lParam);
  235. }