main.cpp 9.6 KB

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  1. // Dear ImGui: standalone example application for DirectX 10
  2. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  3. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  4. #include "imgui.h"
  5. #include "imgui_impl_win32.h"
  6. #include "imgui_impl_dx10.h"
  7. #include <d3d10_1.h>
  8. #include <d3d10.h>
  9. #include <tchar.h>
  10. // Data
  11. static ID3D10Device* g_pd3dDevice = NULL;
  12. static IDXGISwapChain* g_pSwapChain = NULL;
  13. static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
  14. // Forward declarations of helper functions
  15. bool CreateDeviceD3D(HWND hWnd);
  16. void CleanupDeviceD3D();
  17. void CreateRenderTarget();
  18. void CleanupRenderTarget();
  19. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  20. // Main code
  21. int main(int, char**)
  22. {
  23. // Create application window
  24. //ImGui_ImplWin32_EnableDpiAwareness();
  25. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  26. ::RegisterClassEx(&wc);
  27. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  28. // Initialize Direct3D
  29. if (!CreateDeviceD3D(hwnd))
  30. {
  31. CleanupDeviceD3D();
  32. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  33. return 1;
  34. }
  35. // Show the window
  36. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  37. ::UpdateWindow(hwnd);
  38. // Setup Dear ImGui context
  39. IMGUI_CHECKVERSION();
  40. ImGui::CreateContext();
  41. ImGuiIO& io = ImGui::GetIO(); (void)io;
  42. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  43. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  44. // Setup Dear ImGui style
  45. ImGui::StyleColorsDark();
  46. //ImGui::StyleColorsClassic();
  47. // Setup Platform/Renderer backends
  48. ImGui_ImplWin32_Init(hwnd);
  49. ImGui_ImplDX10_Init(g_pd3dDevice);
  50. // Load Fonts
  51. // - 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.
  52. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  53. // - 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).
  54. // - 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.
  55. // - Read 'docs/FONTS.md' for more instructions and details.
  56. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  57. //io.Fonts->AddFontDefault();
  58. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  59. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  60. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  61. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  62. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  63. //IM_ASSERT(font != NULL);
  64. // Our state
  65. bool show_demo_window = true;
  66. bool show_another_window = false;
  67. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  68. // Main loop
  69. bool done = false;
  70. while (!done)
  71. {
  72. // Poll and handle messages (inputs, window resize, etc.)
  73. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  74. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  75. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  76. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  77. MSG msg;
  78. while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  79. {
  80. ::TranslateMessage(&msg);
  81. ::DispatchMessage(&msg);
  82. if (msg.message == WM_QUIT)
  83. done = true;
  84. }
  85. if (done)
  86. break;
  87. // Start the Dear ImGui frame
  88. ImGui_ImplDX10_NewFrame();
  89. ImGui_ImplWin32_NewFrame();
  90. ImGui::NewFrame();
  91. // 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!).
  92. if (show_demo_window)
  93. ImGui::ShowDemoWindow(&show_demo_window);
  94. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  95. {
  96. static float f = 0.0f;
  97. static int counter = 0;
  98. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  99. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  100. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  101. ImGui::Checkbox("Another Window", &show_another_window);
  102. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  103. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  104. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  105. counter++;
  106. ImGui::SameLine();
  107. ImGui::Text("counter = %d", counter);
  108. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  109. ImGui::End();
  110. }
  111. // 3. Show another simple window.
  112. if (show_another_window)
  113. {
  114. 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)
  115. ImGui::Text("Hello from another window!");
  116. if (ImGui::Button("Close Me"))
  117. show_another_window = false;
  118. ImGui::End();
  119. }
  120. // Rendering
  121. ImGui::Render();
  122. 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 };
  123. g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  124. g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
  125. ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
  126. g_pSwapChain->Present(1, 0); // Present with vsync
  127. //g_pSwapChain->Present(0, 0); // Present without vsync
  128. }
  129. ImGui_ImplDX10_Shutdown();
  130. ImGui_ImplWin32_Shutdown();
  131. ImGui::DestroyContext();
  132. CleanupDeviceD3D();
  133. ::DestroyWindow(hwnd);
  134. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  135. return 0;
  136. }
  137. // Helper functions
  138. bool CreateDeviceD3D(HWND hWnd)
  139. {
  140. // Setup swap chain
  141. DXGI_SWAP_CHAIN_DESC sd;
  142. ZeroMemory(&sd, sizeof(sd));
  143. sd.BufferCount = 2;
  144. sd.BufferDesc.Width = 0;
  145. sd.BufferDesc.Height = 0;
  146. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  147. sd.BufferDesc.RefreshRate.Numerator = 60;
  148. sd.BufferDesc.RefreshRate.Denominator = 1;
  149. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  150. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  151. sd.OutputWindow = hWnd;
  152. sd.SampleDesc.Count = 1;
  153. sd.SampleDesc.Quality = 0;
  154. sd.Windowed = TRUE;
  155. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  156. UINT createDeviceFlags = 0;
  157. //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
  158. if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
  159. return false;
  160. CreateRenderTarget();
  161. return true;
  162. }
  163. void CleanupDeviceD3D()
  164. {
  165. CleanupRenderTarget();
  166. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  167. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  168. }
  169. void CreateRenderTarget()
  170. {
  171. ID3D10Texture2D* pBackBuffer;
  172. g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  173. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  174. pBackBuffer->Release();
  175. }
  176. void CleanupRenderTarget()
  177. {
  178. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  179. }
  180. // Forward declare message handler from imgui_impl_win32.cpp
  181. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  182. // Win32 message handler
  183. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  184. {
  185. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  186. return true;
  187. switch (msg)
  188. {
  189. case WM_SIZE:
  190. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  191. {
  192. CleanupRenderTarget();
  193. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  194. CreateRenderTarget();
  195. }
  196. return 0;
  197. case WM_SYSCOMMAND:
  198. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  199. return 0;
  200. break;
  201. case WM_DESTROY:
  202. ::PostQuitMessage(0);
  203. return 0;
  204. }
  205. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  206. }