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. // Learn about Dear ImGui:
  4. // - FAQ https://dearimgui.com/faq
  5. // - Getting Started https://dearimgui.com/getting-started
  6. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  7. // - Introduction, links and more at the top of imgui.cpp
  8. #include "imgui.h"
  9. #include "imgui_impl_sdl2.h"
  10. #include "imgui_impl_dx11.h"
  11. #include <d3d11.h>
  12. #include <stdio.h>
  13. #include <SDL.h>
  14. #include <SDL_syswm.h>
  15. // Data
  16. static ID3D11Device* g_pd3dDevice = nullptr;
  17. static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
  18. static IDXGISwapChain* g_pSwapChain = nullptr;
  19. static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
  20. // Forward declarations of helper functions
  21. bool CreateDeviceD3D(HWND hWnd);
  22. void CleanupDeviceD3D();
  23. void CreateRenderTarget();
  24. void CleanupRenderTarget();
  25. // Main code
  26. int main(int, char**)
  27. {
  28. // Setup SDL
  29. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  30. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
  31. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  32. {
  33. printf("Error: %s\n", SDL_GetError());
  34. return -1;
  35. }
  36. // From 2.0.18: Enable native IME.
  37. #ifdef SDL_HINT_IME_SHOW_UI
  38. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  39. #endif
  40. // Setup window
  41. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  42. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  43. if (window == nullptr)
  44. {
  45. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  46. return -1;
  47. }
  48. SDL_SysWMinfo wmInfo;
  49. SDL_VERSION(&wmInfo.version);
  50. SDL_GetWindowWMInfo(window, &wmInfo);
  51. HWND hwnd = (HWND)wmInfo.info.win.window;
  52. // Initialize Direct3D
  53. if (!CreateDeviceD3D(hwnd))
  54. {
  55. CleanupDeviceD3D();
  56. return 1;
  57. }
  58. // Setup Dear ImGui context
  59. IMGUI_CHECKVERSION();
  60. ImGui::CreateContext();
  61. ImGuiIO& io = ImGui::GetIO(); (void)io;
  62. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  63. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  64. // Setup Dear ImGui style
  65. ImGui::StyleColorsDark();
  66. //ImGui::StyleColorsLight();
  67. // Setup Platform/Renderer backends
  68. ImGui_ImplSDL2_InitForD3D(window);
  69. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  70. // Load Fonts
  71. // - 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.
  72. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  73. // - 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).
  74. // - 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.
  75. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  76. // - Read 'docs/FONTS.md' for more instructions and details.
  77. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  78. //io.Fonts->AddFontDefault();
  79. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  80. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  81. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  82. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  83. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  84. //IM_ASSERT(font != nullptr);
  85. // Our state
  86. bool show_demo_window = true;
  87. bool show_another_window = false;
  88. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  89. // Main loop
  90. bool done = false;
  91. while (!done)
  92. {
  93. // Poll and handle events (inputs, window resize, etc.)
  94. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  95. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  96. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  97. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  98. SDL_Event event;
  99. while (SDL_PollEvent(&event))
  100. {
  101. ImGui_ImplSDL2_ProcessEvent(&event);
  102. if (event.type == SDL_QUIT)
  103. done = true;
  104. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  105. done = true;
  106. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
  107. {
  108. // Release all outstanding references to the swap chain's buffers before resizing.
  109. CleanupRenderTarget();
  110. g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
  111. CreateRenderTarget();
  112. }
  113. }
  114. // Start the Dear ImGui frame
  115. ImGui_ImplDX11_NewFrame();
  116. ImGui_ImplSDL2_NewFrame();
  117. ImGui::NewFrame();
  118. // 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!).
  119. if (show_demo_window)
  120. ImGui::ShowDemoWindow(&show_demo_window);
  121. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  122. {
  123. static float f = 0.0f;
  124. static int counter = 0;
  125. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  126. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  127. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  128. ImGui::Checkbox("Another Window", &show_another_window);
  129. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  130. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  131. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  132. counter++;
  133. ImGui::SameLine();
  134. ImGui::Text("counter = %d", counter);
  135. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  136. ImGui::End();
  137. }
  138. // 3. Show another simple window.
  139. if (show_another_window)
  140. {
  141. 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)
  142. ImGui::Text("Hello from another window!");
  143. if (ImGui::Button("Close Me"))
  144. show_another_window = false;
  145. ImGui::End();
  146. }
  147. // Rendering
  148. ImGui::Render();
  149. 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 };
  150. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
  151. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
  152. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  153. g_pSwapChain->Present(1, 0); // Present with vsync
  154. //g_pSwapChain->Present(0, 0); // Present without vsync
  155. }
  156. // Cleanup
  157. ImGui_ImplDX11_Shutdown();
  158. ImGui_ImplSDL2_Shutdown();
  159. ImGui::DestroyContext();
  160. CleanupDeviceD3D();
  161. SDL_DestroyWindow(window);
  162. SDL_Quit();
  163. return 0;
  164. }
  165. // Helper functions to use DirectX11
  166. bool CreateDeviceD3D(HWND hWnd)
  167. {
  168. // Setup swap chain
  169. DXGI_SWAP_CHAIN_DESC sd;
  170. ZeroMemory(&sd, sizeof(sd));
  171. sd.BufferCount = 2;
  172. sd.BufferDesc.Width = 0;
  173. sd.BufferDesc.Height = 0;
  174. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  175. sd.BufferDesc.RefreshRate.Numerator = 60;
  176. sd.BufferDesc.RefreshRate.Denominator = 1;
  177. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  178. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  179. sd.OutputWindow = hWnd;
  180. sd.SampleDesc.Count = 1;
  181. sd.SampleDesc.Quality = 0;
  182. sd.Windowed = TRUE;
  183. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  184. UINT createDeviceFlags = 0;
  185. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  186. D3D_FEATURE_LEVEL featureLevel;
  187. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  188. if (D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  189. return false;
  190. CreateRenderTarget();
  191. return true;
  192. }
  193. void CleanupDeviceD3D()
  194. {
  195. CleanupRenderTarget();
  196. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
  197. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
  198. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
  199. }
  200. void CreateRenderTarget()
  201. {
  202. ID3D11Texture2D* pBackBuffer;
  203. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  204. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
  205. pBackBuffer->Release();
  206. }
  207. void CleanupRenderTarget()
  208. {
  209. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
  210. }