main.cpp 11 KB

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  1. // dear imgui - standalone example application for DirectX 11
  2. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. #include "imgui.h"
  4. #include "imgui_impl_win32.h"
  5. #include "imgui_impl_dx11.h"
  6. #include <d3d11.h>
  7. #define DIRECTINPUT_VERSION 0x0800
  8. #include <dinput.h>
  9. #include <tchar.h>
  10. // Data
  11. static ID3D11Device* g_pd3dDevice = NULL;
  12. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  13. static IDXGISwapChain* g_pSwapChain = NULL;
  14. static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
  15. void CreateRenderTarget()
  16. {
  17. ID3D11Texture2D* pBackBuffer;
  18. g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
  19. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  20. pBackBuffer->Release();
  21. }
  22. void CleanupRenderTarget()
  23. {
  24. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  25. }
  26. HRESULT CreateDeviceD3D(HWND hWnd)
  27. {
  28. // Setup swap chain
  29. DXGI_SWAP_CHAIN_DESC sd;
  30. ZeroMemory(&sd, sizeof(sd));
  31. sd.BufferCount = 2;
  32. sd.BufferDesc.Width = 0;
  33. sd.BufferDesc.Height = 0;
  34. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  35. sd.BufferDesc.RefreshRate.Numerator = 60;
  36. sd.BufferDesc.RefreshRate.Denominator = 1;
  37. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  38. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  39. sd.OutputWindow = hWnd;
  40. sd.SampleDesc.Count = 1;
  41. sd.SampleDesc.Quality = 0;
  42. sd.Windowed = TRUE;
  43. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  44. UINT createDeviceFlags = 0;
  45. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  46. D3D_FEATURE_LEVEL featureLevel;
  47. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  48. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  49. return E_FAIL;
  50. CreateRenderTarget();
  51. return S_OK;
  52. }
  53. void CleanupDeviceD3D()
  54. {
  55. CleanupRenderTarget();
  56. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  57. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  58. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  59. }
  60. #ifndef WM_DPICHANGED
  61. #define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
  62. #endif
  63. extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  64. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  65. {
  66. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  67. return true;
  68. switch (msg)
  69. {
  70. case WM_SIZE:
  71. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  72. {
  73. CleanupRenderTarget();
  74. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  75. CreateRenderTarget();
  76. }
  77. return 0;
  78. case WM_SYSCOMMAND:
  79. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  80. return 0;
  81. break;
  82. case WM_DESTROY:
  83. PostQuitMessage(0);
  84. return 0;
  85. case WM_DPICHANGED:
  86. if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
  87. {
  88. //const int dpi = HIWORD(wParam);
  89. //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
  90. const RECT* suggested_rect = (RECT*)lParam;
  91. ::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
  92. }
  93. break;
  94. }
  95. return DefWindowProc(hWnd, msg, wParam, lParam);
  96. }
  97. int main(int, char**)
  98. {
  99. ImGui_ImplWin32_EnableDpiAwareness();
  100. // Create application window
  101. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  102. RegisterClassEx(&wc);
  103. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  104. // Initialize Direct3D
  105. if (CreateDeviceD3D(hwnd) < 0)
  106. {
  107. CleanupDeviceD3D();
  108. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  109. return 1;
  110. }
  111. // Show the window
  112. ShowWindow(hwnd, SW_SHOWDEFAULT);
  113. UpdateWindow(hwnd);
  114. // Setup Dear ImGui context
  115. IMGUI_CHECKVERSION();
  116. ImGui::CreateContext();
  117. ImGuiIO& io = ImGui::GetIO(); (void)io;
  118. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  119. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  120. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  121. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
  122. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
  123. io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; // FIXME-DPI: THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP!
  124. io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI
  125. // Setup Dear ImGui style
  126. ImGui::StyleColorsDark();
  127. //ImGui::StyleColorsClassic();
  128. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  129. ImGuiStyle& style = ImGui::GetStyle();
  130. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  131. {
  132. style.WindowRounding = 0.0f;
  133. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  134. }
  135. // Setup Platform/Renderer bindings
  136. ImGui_ImplWin32_Init(hwnd);
  137. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  138. // Load Fonts
  139. // - 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.
  140. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  141. // - 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).
  142. // - 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.
  143. // - Read 'misc/fonts/README.txt' for more instructions and details.
  144. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  145. //io.Fonts->AddFontDefault();
  146. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  147. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  148. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  149. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  150. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  151. //IM_ASSERT(font != NULL);
  152. // Our state
  153. bool show_demo_window = true;
  154. bool show_another_window = false;
  155. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  156. // Main loop
  157. MSG msg;
  158. ZeroMemory(&msg, sizeof(msg));
  159. while (msg.message != WM_QUIT)
  160. {
  161. // Poll and handle messages (inputs, window resize, etc.)
  162. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  163. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  164. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  165. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  166. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  167. {
  168. TranslateMessage(&msg);
  169. DispatchMessage(&msg);
  170. continue;
  171. }
  172. // Start the Dear ImGui frame
  173. ImGui_ImplDX11_NewFrame();
  174. ImGui_ImplWin32_NewFrame();
  175. ImGui::NewFrame();
  176. // 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!).
  177. if (show_demo_window)
  178. ImGui::ShowDemoWindow(&show_demo_window);
  179. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  180. {
  181. static float f = 0.0f;
  182. static int counter = 0;
  183. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  184. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  185. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  186. ImGui::Checkbox("Another Window", &show_another_window);
  187. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  188. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  189. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  190. counter++;
  191. ImGui::SameLine();
  192. ImGui::Text("counter = %d", counter);
  193. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  194. ImGui::End();
  195. }
  196. // 3. Show another simple window.
  197. if (show_another_window)
  198. {
  199. 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)
  200. ImGui::Text("Hello from another window!");
  201. if (ImGui::Button("Close Me"))
  202. show_another_window = false;
  203. ImGui::End();
  204. }
  205. // Rendering
  206. ImGui::Render();
  207. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  208. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
  209. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  210. // Update and Render additional Platform Windows
  211. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  212. {
  213. ImGui::UpdatePlatformWindows();
  214. ImGui::RenderPlatformWindowsDefault();
  215. }
  216. g_pSwapChain->Present(1, 0); // Present with vsync
  217. //g_pSwapChain->Present(0, 0); // Present without vsync
  218. }
  219. ImGui_ImplDX11_Shutdown();
  220. ImGui_ImplWin32_Shutdown();
  221. ImGui::DestroyContext();
  222. CleanupDeviceD3D();
  223. DestroyWindow(hwnd);
  224. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  225. return 0;
  226. }