main.cpp 12 KB

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  1. // Dear ImGui: standalone example application for SDL3 + 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_sdl3.h"
  10. #include "imgui_impl_dx11.h"
  11. #include <d3d11.h>
  12. #include <stdio.h> // printf
  13. #include <SDL3/SDL.h>
  14. // Data
  15. static ID3D11Device* g_pd3dDevice = nullptr;
  16. static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
  17. static IDXGISwapChain* g_pSwapChain = nullptr;
  18. static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
  19. // Forward declarations of helper functions
  20. bool CreateDeviceD3D(HWND hWnd);
  21. void CleanupDeviceD3D();
  22. void CreateRenderTarget();
  23. void CleanupRenderTarget();
  24. // Main code
  25. int main(int, char**)
  26. {
  27. // Setup SDL
  28. // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
  29. if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
  30. {
  31. printf("Error: SDL_Init(): %s\n", SDL_GetError());
  32. return 1;
  33. }
  34. // Setup window
  35. float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
  36. SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
  37. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+DirectX11 example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
  38. if (window == nullptr)
  39. {
  40. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  41. return 1;
  42. }
  43. SDL_PropertiesID props = SDL_GetWindowProperties(window);
  44. HWND hwnd = (HWND)SDL_GetPointerProperty(props, SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
  45. // Initialize Direct3D
  46. if (!CreateDeviceD3D(hwnd))
  47. {
  48. CleanupDeviceD3D();
  49. return 1;
  50. }
  51. SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
  52. SDL_ShowWindow(window);
  53. // Setup Dear ImGui context
  54. IMGUI_CHECKVERSION();
  55. ImGui::CreateContext();
  56. ImGuiIO& io = ImGui::GetIO(); (void)io;
  57. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  58. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  59. // Setup Dear ImGui style
  60. ImGui::StyleColorsDark();
  61. //ImGui::StyleColorsLight();
  62. // Setup scaling
  63. ImGuiStyle& style = ImGui::GetStyle();
  64. 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)
  65. 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)
  66. // Setup Platform/Renderer backends
  67. ImGui_ImplSDL3_InitForD3D(window);
  68. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  69. // Load Fonts
  70. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
  71. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
  72. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
  73. // - 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).
  74. // - Read 'docs/FONTS.md' for more instructions and details.
  75. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
  76. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  77. //style.FontSizeBase = 20.0f;
  78. //io.Fonts->AddFontDefaultVector();
  79. //io.Fonts->AddFontDefaultBitmap();
  80. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
  81. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
  82. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
  83. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
  84. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
  85. //IM_ASSERT(font != nullptr);
  86. // Our state
  87. bool show_demo_window = true;
  88. bool show_another_window = false;
  89. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  90. // Main loop
  91. bool done = false;
  92. while (!done)
  93. {
  94. // Poll and handle events (inputs, window resize, etc.)
  95. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  96. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  97. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  98. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  99. // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
  100. SDL_Event event;
  101. while (SDL_PollEvent(&event))
  102. {
  103. ImGui_ImplSDL3_ProcessEvent(&event);
  104. if (event.type == SDL_EVENT_QUIT)
  105. done = true;
  106. if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
  107. done = true;
  108. if (event.type == SDL_EVENT_WINDOW_RESIZED && event.window.windowID == SDL_GetWindowID(window))
  109. {
  110. // Release all outstanding references to the swap chain's buffers before resizing.
  111. CleanupRenderTarget();
  112. g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
  113. CreateRenderTarget();
  114. }
  115. }
  116. // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
  117. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  118. {
  119. SDL_Delay(10);
  120. continue;
  121. }
  122. // Start the Dear ImGui frame
  123. ImGui_ImplDX11_NewFrame();
  124. ImGui_ImplSDL3_NewFrame();
  125. ImGui::NewFrame();
  126. // 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!).
  127. if (show_demo_window)
  128. ImGui::ShowDemoWindow(&show_demo_window);
  129. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  130. {
  131. static float f = 0.0f;
  132. static int counter = 0;
  133. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  134. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  135. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  136. ImGui::Checkbox("Another Window", &show_another_window);
  137. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  138. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  139. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  140. counter++;
  141. ImGui::SameLine();
  142. ImGui::Text("counter = %d", counter);
  143. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  144. ImGui::End();
  145. }
  146. // 3. Show another simple window.
  147. if (show_another_window)
  148. {
  149. 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)
  150. ImGui::Text("Hello from another window!");
  151. if (ImGui::Button("Close Me"))
  152. show_another_window = false;
  153. ImGui::End();
  154. }
  155. // Rendering
  156. ImGui::Render();
  157. 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 };
  158. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
  159. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
  160. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  161. g_pSwapChain->Present(1, 0); // Present with vsync
  162. //g_pSwapChain->Present(0, 0); // Present without vsync
  163. }
  164. // Cleanup
  165. // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
  166. ImGui_ImplDX11_Shutdown();
  167. ImGui_ImplSDL3_Shutdown();
  168. ImGui::DestroyContext();
  169. CleanupDeviceD3D();
  170. SDL_DestroyWindow(window);
  171. SDL_Quit();
  172. return 0;
  173. }
  174. // Helper functions to use DirectX11
  175. bool CreateDeviceD3D(HWND hWnd)
  176. {
  177. // Setup swap chain
  178. // This is a basic setup. Optimally could use e.g. DXGI_SWAP_EFFECT_FLIP_DISCARD and handle fullscreen mode differently. See #8979 for suggestions.
  179. DXGI_SWAP_CHAIN_DESC sd;
  180. ZeroMemory(&sd, sizeof(sd));
  181. sd.BufferCount = 2;
  182. sd.BufferDesc.Width = 0;
  183. sd.BufferDesc.Height = 0;
  184. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  185. sd.BufferDesc.RefreshRate.Numerator = 60;
  186. sd.BufferDesc.RefreshRate.Denominator = 1;
  187. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  188. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  189. sd.OutputWindow = hWnd;
  190. sd.SampleDesc.Count = 1;
  191. sd.SampleDesc.Quality = 0;
  192. sd.Windowed = TRUE;
  193. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  194. UINT createDeviceFlags = 0;
  195. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  196. D3D_FEATURE_LEVEL featureLevel;
  197. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  198. HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
  199. if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
  200. res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
  201. if (res != S_OK)
  202. return false;
  203. CreateRenderTarget();
  204. return true;
  205. }
  206. void CleanupDeviceD3D()
  207. {
  208. CleanupRenderTarget();
  209. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
  210. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
  211. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
  212. }
  213. void CreateRenderTarget()
  214. {
  215. ID3D11Texture2D* pBackBuffer;
  216. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  217. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
  218. pBackBuffer->Release();
  219. }
  220. void CleanupRenderTarget()
  221. {
  222. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
  223. }