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- // Dear ImGui: standalone example application for DirectX 9
- // Learn about Dear ImGui:
- // - FAQ https://dearimgui.com/faq
- // - Getting Started https://dearimgui.com/getting-started
- // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
- // - Introduction, links and more at the top of imgui.cpp
- #include "imgui.h"
- #include "imgui_impl_dx9.h"
- #include "imgui_impl_win32.h"
- #include <d3d9.h>
- #include <tchar.h>
- // Data
- static LPDIRECT3D9 g_pD3D = nullptr;
- static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr;
- static bool g_DeviceLost = false;
- static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
- static D3DPRESENT_PARAMETERS g_d3dpp = {};
- // Forward declarations of helper functions
- bool CreateDeviceD3D(HWND hWnd);
- void CleanupDeviceD3D();
- void ResetDevice();
- LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
- // Main code
- int main(int, char**)
- {
- // Make process DPI aware and obtain main monitor scale
- ImGui_ImplWin32_EnableDpiAwareness();
- float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
- // Create application window
- WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
- ::RegisterClassExW(&wc);
- HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
- // Initialize Direct3D
- if (!CreateDeviceD3D(hwnd))
- {
- CleanupDeviceD3D();
- ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
- return 1;
- }
- // Show the window
- ::ShowWindow(hwnd, SW_SHOWDEFAULT);
- ::UpdateWindow(hwnd);
- // Setup Dear ImGui context
- IMGUI_CHECKVERSION();
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO(); (void)io;
- io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
- io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
- // Setup Dear ImGui style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsLight();
- // Setup scaling
- ImGuiStyle& style = ImGui::GetStyle();
- 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)
- style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
- // Setup Platform/Renderer backends
- ImGui_ImplWin32_Init(hwnd);
- ImGui_ImplDX9_Init(g_pd3dDevice);
- // Load Fonts
- // - 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.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
- // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
- // - Read 'docs/FONTS.md' for more instructions and details.
- // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
- //style.FontSizeBase = 20.0f;
- //io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
- //IM_ASSERT(font != nullptr);
- // Our state
- bool show_demo_window = true;
- bool show_another_window = false;
- ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
- // Main loop
- bool done = false;
- while (!done)
- {
- // Poll and handle messages (inputs, window resize, etc.)
- // See the WndProc() function below for our to dispatch events to the Win32 backend.
- MSG msg;
- while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
- {
- ::TranslateMessage(&msg);
- ::DispatchMessage(&msg);
- if (msg.message == WM_QUIT)
- done = true;
- }
- if (done)
- break;
- // Handle lost D3D9 device
- if (g_DeviceLost)
- {
- HRESULT hr = g_pd3dDevice->TestCooperativeLevel();
- if (hr == D3DERR_DEVICELOST)
- {
- ::Sleep(10);
- continue;
- }
- if (hr == D3DERR_DEVICENOTRESET)
- ResetDevice();
- g_DeviceLost = false;
- }
- // Handle window resize (we don't resize directly in the WM_SIZE handler)
- if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
- {
- g_d3dpp.BackBufferWidth = g_ResizeWidth;
- g_d3dpp.BackBufferHeight = g_ResizeHeight;
- g_ResizeWidth = g_ResizeHeight = 0;
- ResetDevice();
- }
- // Start the Dear ImGui frame
- ImGui_ImplDX9_NewFrame();
- ImGui_ImplWin32_NewFrame();
- ImGui::NewFrame();
- // 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!).
- if (show_demo_window)
- ImGui::ShowDemoWindow(&show_demo_window);
- // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
- ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
- ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
- ImGui::Checkbox("Another Window", &show_another_window);
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
- if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
- ImGui::End();
- }
- // 3. Show another simple window.
- if (show_another_window)
- {
- 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)
- ImGui::Text("Hello from another window!");
- if (ImGui::Button("Close Me"))
- show_another_window = false;
- ImGui::End();
- }
- // Rendering
- ImGui::EndFrame();
- g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
- g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
- g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
- D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*255.0f), (int)(clear_color.w*255.0f));
- g_pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
- if (g_pd3dDevice->BeginScene() >= 0)
- {
- ImGui::Render();
- ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
- g_pd3dDevice->EndScene();
- }
- HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr);
- if (result == D3DERR_DEVICELOST)
- g_DeviceLost = true;
- }
- // Cleanup
- ImGui_ImplDX9_Shutdown();
- ImGui_ImplWin32_Shutdown();
- ImGui::DestroyContext();
- CleanupDeviceD3D();
- ::DestroyWindow(hwnd);
- ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
- return 0;
- }
- // Helper functions
- bool CreateDeviceD3D(HWND hWnd)
- {
- if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)
- return false;
- // Create the D3DDevice
- ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
- g_d3dpp.Windowed = TRUE;
- g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
- g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
- g_d3dpp.EnableAutoDepthStencil = TRUE;
- g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
- g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
- //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
- if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
- return false;
- return true;
- }
- void CleanupDeviceD3D()
- {
- if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
- if (g_pD3D) { g_pD3D->Release(); g_pD3D = nullptr; }
- }
- void ResetDevice()
- {
- ImGui_ImplDX9_InvalidateDeviceObjects();
- HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
- if (hr == D3DERR_INVALIDCALL)
- IM_ASSERT(0);
- ImGui_ImplDX9_CreateDeviceObjects();
- }
- // Forward declare message handler from imgui_impl_win32.cpp
- extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
- // Win32 message handler
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
- return true;
- switch (msg)
- {
- case WM_SIZE:
- if (wParam == SIZE_MINIMIZED)
- return 0;
- g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
- g_ResizeHeight = (UINT)HIWORD(lParam);
- return 0;
- case WM_SYSCOMMAND:
- if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
- return 0;
- break;
- case WM_DESTROY:
- ::PostQuitMessage(0);
- return 0;
- }
- return ::DefWindowProcW(hWnd, msg, wParam, lParam);
- }
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