main.cpp 12 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. // Learn about Dear ImGui:
  4. // - FAQ https://dearimgui.com/faq
  5. // - Getting Started https://dearimgui.com/getting-started
  6. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  7. // - Introduction, links and more at the top of imgui.cpp
  8. #include "imgui.h"
  9. #include "imgui_impl_sdl2.h"
  10. #include "imgui_impl_dx11.h"
  11. #include <d3d11.h>
  12. #include <stdio.h>
  13. #include <SDL.h>
  14. #include <SDL_syswm.h>
  15. // Data
  16. static ID3D11Device* g_pd3dDevice = nullptr;
  17. static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
  18. static IDXGISwapChain* g_pSwapChain = nullptr;
  19. static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
  20. // Forward declarations of helper functions
  21. bool CreateDeviceD3D(HWND hWnd);
  22. void CleanupDeviceD3D();
  23. void CreateRenderTarget();
  24. void CleanupRenderTarget();
  25. // Main code
  26. int main(int, char**)
  27. {
  28. // Setup SDL
  29. // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
  30. // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
  31. #ifdef _WIN32
  32. ::SetProcessDPIAware();
  33. #endif
  34. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  35. {
  36. printf("Error: %s\n", SDL_GetError());
  37. return 1;
  38. }
  39. // From 2.0.18: Enable native IME.
  40. #ifdef SDL_HINT_IME_SHOW_UI
  41. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  42. #endif
  43. // Setup window
  44. float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
  45. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  46. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
  47. if (window == nullptr)
  48. {
  49. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  50. return 1;
  51. }
  52. SDL_SysWMinfo wmInfo;
  53. SDL_VERSION(&wmInfo.version);
  54. SDL_GetWindowWMInfo(window, &wmInfo);
  55. HWND hwnd = (HWND)wmInfo.info.win.window;
  56. // Initialize Direct3D
  57. if (!CreateDeviceD3D(hwnd))
  58. {
  59. CleanupDeviceD3D();
  60. return 1;
  61. }
  62. // Setup Dear ImGui context
  63. IMGUI_CHECKVERSION();
  64. ImGui::CreateContext();
  65. ImGuiIO& io = ImGui::GetIO(); (void)io;
  66. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  67. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  68. // Setup Dear ImGui style
  69. ImGui::StyleColorsDark();
  70. //ImGui::StyleColorsLight();
  71. // Setup scaling
  72. ImGuiStyle& style = ImGui::GetStyle();
  73. style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
  74. style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
  75. // Setup Platform/Renderer backends
  76. ImGui_ImplSDL2_InitForD3D(window);
  77. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  78. // Load Fonts
  79. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
  80. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
  81. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
  82. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
  83. // - Read 'docs/FONTS.md' for more instructions and details.
  84. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
  85. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  86. //style.FontSizeBase = 20.0f;
  87. //io.Fonts->AddFontDefaultVector();
  88. //io.Fonts->AddFontDefaultBitmap();
  89. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
  90. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
  91. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
  92. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
  93. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
  94. //IM_ASSERT(font != nullptr);
  95. // Our state
  96. bool show_demo_window = true;
  97. bool show_another_window = false;
  98. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  99. // Main loop
  100. bool done = false;
  101. while (!done)
  102. {
  103. // Poll and handle events (inputs, window resize, etc.)
  104. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  105. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  106. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  107. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  108. SDL_Event event;
  109. while (SDL_PollEvent(&event))
  110. {
  111. ImGui_ImplSDL2_ProcessEvent(&event);
  112. if (event.type == SDL_QUIT)
  113. done = true;
  114. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  115. done = true;
  116. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
  117. {
  118. // Release all outstanding references to the swap chain's buffers before resizing.
  119. CleanupRenderTarget();
  120. g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
  121. CreateRenderTarget();
  122. }
  123. }
  124. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  125. {
  126. SDL_Delay(10);
  127. continue;
  128. }
  129. // Start the Dear ImGui frame
  130. ImGui_ImplDX11_NewFrame();
  131. ImGui_ImplSDL2_NewFrame();
  132. ImGui::NewFrame();
  133. // 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!).
  134. if (show_demo_window)
  135. ImGui::ShowDemoWindow(&show_demo_window);
  136. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  137. {
  138. static float f = 0.0f;
  139. static int counter = 0;
  140. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  141. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  142. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  143. ImGui::Checkbox("Another Window", &show_another_window);
  144. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  145. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  146. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  147. counter++;
  148. ImGui::SameLine();
  149. ImGui::Text("counter = %d", counter);
  150. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  151. ImGui::End();
  152. }
  153. // 3. Show another simple window.
  154. if (show_another_window)
  155. {
  156. 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)
  157. ImGui::Text("Hello from another window!");
  158. if (ImGui::Button("Close Me"))
  159. show_another_window = false;
  160. ImGui::End();
  161. }
  162. // Rendering
  163. ImGui::Render();
  164. 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 };
  165. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
  166. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
  167. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  168. g_pSwapChain->Present(1, 0); // Present with vsync
  169. //g_pSwapChain->Present(0, 0); // Present without vsync
  170. }
  171. // Cleanup
  172. ImGui_ImplDX11_Shutdown();
  173. ImGui_ImplSDL2_Shutdown();
  174. ImGui::DestroyContext();
  175. CleanupDeviceD3D();
  176. SDL_DestroyWindow(window);
  177. SDL_Quit();
  178. return 0;
  179. }
  180. // Helper functions to use DirectX11
  181. bool CreateDeviceD3D(HWND hWnd)
  182. {
  183. // Setup swap chain
  184. // This is a basic setup. Optimally could use e.g. DXGI_SWAP_EFFECT_FLIP_DISCARD and handle fullscreen mode differently. See #8979 for suggestions.
  185. DXGI_SWAP_CHAIN_DESC sd;
  186. ZeroMemory(&sd, sizeof(sd));
  187. sd.BufferCount = 2;
  188. sd.BufferDesc.Width = 0;
  189. sd.BufferDesc.Height = 0;
  190. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  191. sd.BufferDesc.RefreshRate.Numerator = 60;
  192. sd.BufferDesc.RefreshRate.Denominator = 1;
  193. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  194. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  195. sd.OutputWindow = hWnd;
  196. sd.SampleDesc.Count = 1;
  197. sd.SampleDesc.Quality = 0;
  198. sd.Windowed = TRUE;
  199. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  200. UINT createDeviceFlags = 0;
  201. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  202. D3D_FEATURE_LEVEL featureLevel;
  203. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  204. HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
  205. if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
  206. res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
  207. if (res != S_OK)
  208. return false;
  209. CreateRenderTarget();
  210. return true;
  211. }
  212. void CleanupDeviceD3D()
  213. {
  214. CleanupRenderTarget();
  215. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
  216. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
  217. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
  218. }
  219. void CreateRenderTarget()
  220. {
  221. ID3D11Texture2D* pBackBuffer;
  222. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  223. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
  224. pBackBuffer->Release();
  225. }
  226. void CleanupRenderTarget()
  227. {
  228. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
  229. }