main.cpp 10 KB

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  1. // dear imgui: standalone example application for SDL2 + DirectX 11
  2. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
  4. #include "imgui.h"
  5. #include "imgui_impl_sdl.h"
  6. #include "imgui_impl_dx11.h"
  7. #include <d3d11.h>
  8. #include <stdio.h>
  9. #include <SDL.h>
  10. #include <SDL_syswm.h>
  11. // Data
  12. static ID3D11Device* g_pd3dDevice = NULL;
  13. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  14. static IDXGISwapChain* g_pSwapChain = NULL;
  15. static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
  16. // Forward declarations of helper functions
  17. bool CreateDeviceD3D(HWND hWnd);
  18. void CleanupDeviceD3D();
  19. void CreateRenderTarget();
  20. void CleanupRenderTarget();
  21. // Main code
  22. int main(int, char**)
  23. {
  24. // Setup SDL
  25. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  26. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
  27. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  28. {
  29. printf("Error: %s\n", SDL_GetError());
  30. return -1;
  31. }
  32. // Setup window
  33. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  34. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  35. SDL_SysWMinfo wmInfo;
  36. SDL_VERSION(&wmInfo.version);
  37. SDL_GetWindowWMInfo(window, &wmInfo);
  38. HWND hwnd = (HWND)wmInfo.info.win.window;
  39. // Initialize Direct3D
  40. if (!CreateDeviceD3D(hwnd))
  41. {
  42. CleanupDeviceD3D();
  43. return 1;
  44. }
  45. // Setup Dear ImGui context
  46. IMGUI_CHECKVERSION();
  47. ImGui::CreateContext();
  48. ImGuiIO& io = ImGui::GetIO(); (void)io;
  49. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  50. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  51. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  52. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  53. //io.ConfigViewportsNoAutoMerge = true;
  54. //io.ConfigViewportsNoTaskBarIcon = true;
  55. // Setup Dear ImGui style
  56. ImGui::StyleColorsDark();
  57. //ImGui::StyleColorsClassic();
  58. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  59. ImGuiStyle& style = ImGui::GetStyle();
  60. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  61. {
  62. style.WindowRounding = 0.0f;
  63. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  64. }
  65. // Setup Platform/Renderer bindings
  66. ImGui_ImplSDL2_InitForD3D(window);
  67. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  68. // Load Fonts
  69. // - 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.
  70. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  71. // - 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).
  72. // - 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.
  73. // - Read 'docs/FONTS.txt' for more instructions and details.
  74. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  75. //io.Fonts->AddFontDefault();
  76. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  77. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  78. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  79. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  80. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  81. //IM_ASSERT(font != NULL);
  82. // Our state
  83. bool show_demo_window = true;
  84. bool show_another_window = false;
  85. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  86. // Main loop
  87. bool done = false;
  88. while (!done)
  89. {
  90. // Poll and handle events (inputs, window resize, etc.)
  91. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  92. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  93. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  94. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  95. SDL_Event event;
  96. while (SDL_PollEvent(&event))
  97. {
  98. ImGui_ImplSDL2_ProcessEvent(&event);
  99. if (event.type == SDL_QUIT)
  100. done = true;
  101. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  102. done = true;
  103. }
  104. // Start the Dear ImGui frame
  105. ImGui_ImplDX11_NewFrame();
  106. ImGui_ImplSDL2_NewFrame(window);
  107. ImGui::NewFrame();
  108. // 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!).
  109. if (show_demo_window)
  110. ImGui::ShowDemoWindow(&show_demo_window);
  111. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  112. {
  113. static float f = 0.0f;
  114. static int counter = 0;
  115. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  116. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  117. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  118. ImGui::Checkbox("Another Window", &show_another_window);
  119. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  120. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  121. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  122. counter++;
  123. ImGui::SameLine();
  124. ImGui::Text("counter = %d", counter);
  125. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  126. ImGui::End();
  127. }
  128. // 3. Show another simple window.
  129. if (show_another_window)
  130. {
  131. 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)
  132. ImGui::Text("Hello from another window!");
  133. if (ImGui::Button("Close Me"))
  134. show_another_window = false;
  135. ImGui::End();
  136. }
  137. // Rendering
  138. ImGui::Render();
  139. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  140. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
  141. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  142. // Update and Render additional Platform Windows
  143. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  144. {
  145. ImGui::PlatformWindowsUpdate();
  146. ImGui::PlatformWindowsRender();
  147. }
  148. g_pSwapChain->Present(1, 0); // Present with vsync
  149. //g_pSwapChain->Present(0, 0); // Present without vsync
  150. }
  151. // Cleanup
  152. ImGui_ImplDX11_Shutdown();
  153. ImGui_ImplSDL2_Shutdown();
  154. ImGui::DestroyContext();
  155. CleanupDeviceD3D();
  156. SDL_DestroyWindow(window);
  157. SDL_Quit();
  158. return 0;
  159. }
  160. // Helper functions
  161. bool CreateDeviceD3D(HWND hWnd)
  162. {
  163. // Setup swap chain
  164. DXGI_SWAP_CHAIN_DESC sd;
  165. ZeroMemory(&sd, sizeof(sd));
  166. sd.BufferCount = 2;
  167. sd.BufferDesc.Width = 0;
  168. sd.BufferDesc.Height = 0;
  169. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  170. sd.BufferDesc.RefreshRate.Numerator = 60;
  171. sd.BufferDesc.RefreshRate.Denominator = 1;
  172. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  173. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  174. sd.OutputWindow = hWnd;
  175. sd.SampleDesc.Count = 1;
  176. sd.SampleDesc.Quality = 0;
  177. sd.Windowed = TRUE;
  178. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  179. UINT createDeviceFlags = 0;
  180. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  181. D3D_FEATURE_LEVEL featureLevel;
  182. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  183. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  184. return false;
  185. CreateRenderTarget();
  186. return true;
  187. }
  188. void CleanupDeviceD3D()
  189. {
  190. CleanupRenderTarget();
  191. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  192. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  193. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  194. }
  195. void CreateRenderTarget()
  196. {
  197. ID3D11Texture2D* pBackBuffer;
  198. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  199. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  200. pBackBuffer->Release();
  201. }
  202. void CleanupRenderTarget()
  203. {
  204. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  205. }