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