main.cpp 9.1 KB

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  1. // ImGui - standalone example application for DirectX 11
  2. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. #include "imgui.h"
  4. #include "imgui_impl_dx11.h"
  5. #include <d3d11.h>
  6. #define DIRECTINPUT_VERSION 0x0800
  7. #include <dinput.h>
  8. #include <tchar.h>
  9. // Data
  10. static ID3D11Device* g_pd3dDevice = NULL;
  11. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  12. static IDXGISwapChain* g_pSwapChain = NULL;
  13. static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
  14. void CreateRenderTarget()
  15. {
  16. ID3D11Texture2D* pBackBuffer;
  17. g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
  18. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  19. pBackBuffer->Release();
  20. }
  21. void CleanupRenderTarget()
  22. {
  23. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  24. }
  25. HRESULT CreateDeviceD3D(HWND hWnd)
  26. {
  27. // Setup swap chain
  28. DXGI_SWAP_CHAIN_DESC sd;
  29. ZeroMemory(&sd, sizeof(sd));
  30. sd.BufferCount = 2;
  31. sd.BufferDesc.Width = 0;
  32. sd.BufferDesc.Height = 0;
  33. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  34. sd.BufferDesc.RefreshRate.Numerator = 60;
  35. sd.BufferDesc.RefreshRate.Denominator = 1;
  36. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  37. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  38. sd.OutputWindow = hWnd;
  39. sd.SampleDesc.Count = 1;
  40. sd.SampleDesc.Quality = 0;
  41. sd.Windowed = TRUE;
  42. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  43. UINT createDeviceFlags = 0;
  44. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  45. D3D_FEATURE_LEVEL featureLevel;
  46. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  47. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  48. return E_FAIL;
  49. CreateRenderTarget();
  50. return S_OK;
  51. }
  52. void CleanupDeviceD3D()
  53. {
  54. CleanupRenderTarget();
  55. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  56. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  57. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  58. }
  59. extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  60. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  61. {
  62. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  63. return true;
  64. switch (msg)
  65. {
  66. case WM_SIZE:
  67. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  68. {
  69. ImGui_ImplDX11_InvalidateDeviceObjects();
  70. CleanupRenderTarget();
  71. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  72. CreateRenderTarget();
  73. ImGui_ImplDX11_CreateDeviceObjects();
  74. }
  75. return 0;
  76. case WM_SYSCOMMAND:
  77. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  78. return 0;
  79. break;
  80. case WM_DESTROY:
  81. PostQuitMessage(0);
  82. return 0;
  83. }
  84. return DefWindowProc(hWnd, msg, wParam, lParam);
  85. }
  86. int main(int, char**)
  87. {
  88. // Create application window
  89. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  90. RegisterClassEx(&wc);
  91. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  92. // Initialize Direct3D
  93. if (CreateDeviceD3D(hwnd) < 0)
  94. {
  95. CleanupDeviceD3D();
  96. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  97. return 1;
  98. }
  99. // Show the window
  100. ShowWindow(hwnd, SW_SHOWDEFAULT);
  101. UpdateWindow(hwnd);
  102. // Setup ImGui binding
  103. ImGui::CreateContext();
  104. ImGuiIO& io = ImGui::GetIO(); (void)io;
  105. ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
  106. //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
  107. // Setup style
  108. ImGui::StyleColorsDark();
  109. //ImGui::StyleColorsClassic();
  110. // Load Fonts
  111. // - 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.
  112. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  113. // - 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).
  114. // - 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.
  115. // - Read 'misc/fonts/README.txt' for more instructions and details.
  116. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  117. //io.Fonts->AddFontDefault();
  118. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  119. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  120. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  121. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  122. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  123. //IM_ASSERT(font != NULL);
  124. bool show_demo_window = true;
  125. bool show_another_window = false;
  126. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  127. // Main loop
  128. MSG msg;
  129. ZeroMemory(&msg, sizeof(msg));
  130. while (msg.message != WM_QUIT)
  131. {
  132. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  133. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  134. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  135. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  136. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  137. {
  138. TranslateMessage(&msg);
  139. DispatchMessage(&msg);
  140. continue;
  141. }
  142. ImGui_ImplDX11_NewFrame();
  143. // 1. Show a simple window.
  144. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  145. {
  146. static float f = 0.0f;
  147. static int counter = 0;
  148. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  149. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  150. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  151. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  152. ImGui::Checkbox("Another Window", &show_another_window);
  153. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  154. counter++;
  155. ImGui::SameLine();
  156. ImGui::Text("counter = %d", counter);
  157. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  158. }
  159. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  160. if (show_another_window)
  161. {
  162. ImGui::Begin("Another Window", &show_another_window);
  163. ImGui::Text("Hello from another window!");
  164. if (ImGui::Button("Close Me"))
  165. show_another_window = false;
  166. ImGui::End();
  167. }
  168. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  169. if (show_demo_window)
  170. {
  171. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
  172. ImGui::ShowDemoWindow(&show_demo_window);
  173. }
  174. // Rendering
  175. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  176. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
  177. ImGui::Render();
  178. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  179. g_pSwapChain->Present(1, 0); // Present with vsync
  180. //g_pSwapChain->Present(0, 0); // Present without vsync
  181. }
  182. ImGui_ImplDX11_Shutdown();
  183. ImGui::DestroyContext();
  184. CleanupDeviceD3D();
  185. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  186. return 0;
  187. }