main.cpp 12 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. // 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 DirectX11 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. //io.ConfigViewportsNoDefaultParent = true;
  50. //io.ConfigDockingAlwaysTabBar = true;
  51. //io.ConfigDockingTransparentPayload = true;
  52. #if 1
  53. io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; // FIXME-DPI: THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP!
  54. io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI
  55. #endif
  56. // Setup Dear ImGui style
  57. ImGui::StyleColorsDark();
  58. //ImGui::StyleColorsClassic();
  59. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  60. ImGuiStyle& style = ImGui::GetStyle();
  61. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  62. {
  63. style.WindowRounding = 0.0f;
  64. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  65. }
  66. // Setup Platform/Renderer bindings
  67. ImGui_ImplWin32_Init(hwnd);
  68. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  69. // Load Fonts
  70. // - 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.
  71. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  72. // - 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).
  73. // - 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.
  74. // - Read 'docs/FONTS.txt' for more instructions and details.
  75. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  76. //io.Fonts->AddFontDefault();
  77. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  78. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  79. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  80. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  81. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  82. //IM_ASSERT(font != NULL);
  83. // Our state
  84. bool show_demo_window = true;
  85. bool show_another_window = false;
  86. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  87. // Main loop
  88. MSG msg;
  89. ZeroMemory(&msg, sizeof(msg));
  90. while (msg.message != WM_QUIT)
  91. {
  92. // Poll and handle messages (inputs, window resize, etc.)
  93. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  94. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  95. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  96. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  97. if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  98. {
  99. ::TranslateMessage(&msg);
  100. ::DispatchMessage(&msg);
  101. continue;
  102. }
  103. // Start the Dear ImGui frame
  104. ImGui_ImplDX11_NewFrame();
  105. ImGui_ImplWin32_NewFrame();
  106. ImGui::NewFrame();
  107. // 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!).
  108. if (show_demo_window)
  109. ImGui::ShowDemoWindow(&show_demo_window);
  110. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  111. {
  112. static float f = 0.0f;
  113. static int counter = 0;
  114. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  115. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  116. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  117. ImGui::Checkbox("Another Window", &show_another_window);
  118. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  119. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  120. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  121. counter++;
  122. ImGui::SameLine();
  123. ImGui::Text("counter = %d", counter);
  124. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  125. ImGui::End();
  126. }
  127. // 3. Show another simple window.
  128. if (show_another_window)
  129. {
  130. 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)
  131. ImGui::Text("Hello from another window!");
  132. if (ImGui::Button("Close Me"))
  133. show_another_window = false;
  134. ImGui::End();
  135. }
  136. // Rendering
  137. ImGui::Render();
  138. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  139. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
  140. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  141. // Update and Render additional Platform Windows
  142. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  143. {
  144. ImGui::PlatformWindowsUpdate();
  145. ImGui::PlatformWindowsRender();
  146. }
  147. g_pSwapChain->Present(1, 0); // Present with vsync
  148. //g_pSwapChain->Present(0, 0); // Present without vsync
  149. }
  150. // Cleanup
  151. ImGui_ImplDX11_Shutdown();
  152. ImGui_ImplWin32_Shutdown();
  153. ImGui::DestroyContext();
  154. CleanupDeviceD3D();
  155. ::DestroyWindow(hwnd);
  156. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  157. return 0;
  158. }
  159. // Helper functions
  160. bool CreateDeviceD3D(HWND hWnd)
  161. {
  162. // Setup swap chain
  163. DXGI_SWAP_CHAIN_DESC sd;
  164. ZeroMemory(&sd, sizeof(sd));
  165. sd.BufferCount = 2;
  166. sd.BufferDesc.Width = 0;
  167. sd.BufferDesc.Height = 0;
  168. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  169. sd.BufferDesc.RefreshRate.Numerator = 60;
  170. sd.BufferDesc.RefreshRate.Denominator = 1;
  171. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  172. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  173. sd.OutputWindow = hWnd;
  174. sd.SampleDesc.Count = 1;
  175. sd.SampleDesc.Quality = 0;
  176. sd.Windowed = TRUE;
  177. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  178. UINT createDeviceFlags = 0;
  179. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  180. D3D_FEATURE_LEVEL featureLevel;
  181. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  182. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  183. return false;
  184. CreateRenderTarget();
  185. return true;
  186. }
  187. void CleanupDeviceD3D()
  188. {
  189. CleanupRenderTarget();
  190. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  191. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  192. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  193. }
  194. void CreateRenderTarget()
  195. {
  196. ID3D11Texture2D* pBackBuffer;
  197. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  198. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  199. pBackBuffer->Release();
  200. }
  201. void CleanupRenderTarget()
  202. {
  203. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  204. }
  205. #ifndef WM_DPICHANGED
  206. #define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
  207. #endif
  208. // Forward declare message handler from imgui_impl_win32.cpp
  209. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  210. // Win32 message handler
  211. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  212. {
  213. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  214. return true;
  215. switch (msg)
  216. {
  217. case WM_SIZE:
  218. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  219. {
  220. CleanupRenderTarget();
  221. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  222. CreateRenderTarget();
  223. }
  224. return 0;
  225. case WM_SYSCOMMAND:
  226. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  227. return 0;
  228. break;
  229. case WM_DESTROY:
  230. ::PostQuitMessage(0);
  231. return 0;
  232. case WM_DPICHANGED:
  233. if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
  234. {
  235. //const int dpi = HIWORD(wParam);
  236. //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
  237. const RECT* suggested_rect = (RECT*)lParam;
  238. ::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);
  239. }
  240. break;
  241. }
  242. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  243. }