main.cpp 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259
  1. // dear imgui: standalone example application for DirectX 10
  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_dx10.h"
  6. #include <d3d10_1.h>
  7. #include <d3d10.h>
  8. #define DIRECTINPUT_VERSION 0x0800
  9. #include <dinput.h>
  10. #include <tchar.h>
  11. // Data
  12. static ID3D10Device* g_pd3dDevice = NULL;
  13. static IDXGISwapChain* g_pSwapChain = NULL;
  14. static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
  15. // Forward declarations of helper functions
  16. bool CreateDeviceD3D(HWND hWnd);
  17. void CleanupDeviceD3D();
  18. void CreateRenderTarget();
  19. void CleanupRenderTarget();
  20. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  21. // Main code
  22. int main(int, char**)
  23. {
  24. ImGui_ImplWin32_EnableDpiAwareness();
  25. // Create application window
  26. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  27. ::RegisterClassEx(&wc);
  28. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  29. // Initialize Direct3D
  30. if (!CreateDeviceD3D(hwnd))
  31. {
  32. CleanupDeviceD3D();
  33. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  34. return 1;
  35. }
  36. // Show the window
  37. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  38. ::UpdateWindow(hwnd);
  39. // Setup Dear ImGui context
  40. IMGUI_CHECKVERSION();
  41. ImGui::CreateContext();
  42. ImGuiIO& io = ImGui::GetIO(); (void)io;
  43. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  44. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  45. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  46. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  47. //io.ConfigViewportsNoAutoMerge = true;
  48. //io.ConfigViewportsNoTaskBarIcon = true;
  49. // Setup Dear ImGui style
  50. ImGui::StyleColorsDark();
  51. //ImGui::StyleColorsClassic();
  52. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  53. ImGuiStyle& style = ImGui::GetStyle();
  54. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  55. {
  56. style.WindowRounding = 0.0f;
  57. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  58. }
  59. // Setup Platform/Renderer bindings
  60. ImGui_ImplWin32_Init(hwnd);
  61. ImGui_ImplDX10_Init(g_pd3dDevice);
  62. // Load Fonts
  63. // - 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.
  64. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  65. // - 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).
  66. // - 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.
  67. // - Read 'docs/FONTS.txt' for more instructions and details.
  68. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  69. //io.Fonts->AddFontDefault();
  70. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  71. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  72. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  73. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  74. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  75. //IM_ASSERT(font != NULL);
  76. // Our state
  77. bool show_demo_window = true;
  78. bool show_another_window = false;
  79. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  80. // Main loop
  81. MSG msg;
  82. ZeroMemory(&msg, sizeof(msg));
  83. while (msg.message != WM_QUIT)
  84. {
  85. // Poll and handle messages (inputs, window resize, etc.)
  86. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  87. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  88. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  89. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  90. if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  91. {
  92. ::TranslateMessage(&msg);
  93. ::DispatchMessage(&msg);
  94. continue;
  95. }
  96. // Start the Dear ImGui frame
  97. ImGui_ImplDX10_NewFrame();
  98. ImGui_ImplWin32_NewFrame();
  99. ImGui::NewFrame();
  100. // 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!).
  101. if (show_demo_window)
  102. ImGui::ShowDemoWindow(&show_demo_window);
  103. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  104. {
  105. static float f = 0.0f;
  106. static int counter = 0;
  107. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  108. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  109. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  110. ImGui::Checkbox("Another Window", &show_another_window);
  111. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  112. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  113. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  114. counter++;
  115. ImGui::SameLine();
  116. ImGui::Text("counter = %d", counter);
  117. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  118. ImGui::End();
  119. }
  120. // 3. Show another simple window.
  121. if (show_another_window)
  122. {
  123. 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)
  124. ImGui::Text("Hello from another window!");
  125. if (ImGui::Button("Close Me"))
  126. show_another_window = false;
  127. ImGui::End();
  128. }
  129. // Rendering
  130. ImGui::Render();
  131. g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  132. g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
  133. ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
  134. // Update and Render additional Platform Windows
  135. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  136. {
  137. ImGui::PlatformWindowsUpdate();
  138. ImGui::PlatformWindowsRender();
  139. }
  140. g_pSwapChain->Present(1, 0); // Present with vsync
  141. //g_pSwapChain->Present(0, 0); // Present without vsync
  142. }
  143. ImGui_ImplDX10_Shutdown();
  144. ImGui_ImplWin32_Shutdown();
  145. ImGui::DestroyContext();
  146. CleanupDeviceD3D();
  147. ::DestroyWindow(hwnd);
  148. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  149. return 0;
  150. }
  151. // Helper functions
  152. bool CreateDeviceD3D(HWND hWnd)
  153. {
  154. // Setup swap chain
  155. DXGI_SWAP_CHAIN_DESC sd;
  156. ZeroMemory(&sd, sizeof(sd));
  157. sd.BufferCount = 2;
  158. sd.BufferDesc.Width = 0;
  159. sd.BufferDesc.Height = 0;
  160. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  161. sd.BufferDesc.RefreshRate.Numerator = 60;
  162. sd.BufferDesc.RefreshRate.Denominator = 1;
  163. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  164. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  165. sd.OutputWindow = hWnd;
  166. sd.SampleDesc.Count = 1;
  167. sd.SampleDesc.Quality = 0;
  168. sd.Windowed = TRUE;
  169. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  170. UINT createDeviceFlags = 0;
  171. //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
  172. if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
  173. return false;
  174. CreateRenderTarget();
  175. return true;
  176. }
  177. void CleanupDeviceD3D()
  178. {
  179. CleanupRenderTarget();
  180. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  181. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  182. }
  183. void CreateRenderTarget()
  184. {
  185. ID3D10Texture2D* pBackBuffer;
  186. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  187. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  188. pBackBuffer->Release();
  189. }
  190. void CleanupRenderTarget()
  191. {
  192. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  193. }
  194. // Forward declare message handler from imgui_impl_win32.cpp
  195. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  196. // Win32 message handler
  197. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  198. {
  199. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  200. return true;
  201. switch (msg)
  202. {
  203. case WM_SIZE:
  204. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  205. {
  206. CleanupRenderTarget();
  207. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  208. CreateRenderTarget();
  209. }
  210. return 0;
  211. case WM_SYSCOMMAND:
  212. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  213. return 0;
  214. break;
  215. case WM_DESTROY:
  216. ::PostQuitMessage(0);
  217. return 0;
  218. }
  219. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  220. }