main.cpp 9.6 KB

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  1. // Dear ImGui: standalone example application for DirectX 9
  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_dx9.h"
  6. #include "imgui_impl_win32.h"
  7. #include <d3d9.h>
  8. #include <tchar.h>
  9. // Data
  10. static LPDIRECT3D9 g_pD3D = NULL;
  11. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  12. static D3DPRESENT_PARAMETERS g_d3dpp = {};
  13. // Forward declarations of helper functions
  14. bool CreateDeviceD3D(HWND hWnd);
  15. void CleanupDeviceD3D();
  16. void ResetDevice();
  17. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  18. // Main code
  19. int main(int, char**)
  20. {
  21. // Create application window
  22. //ImGui_ImplWin32_EnableDpiAwareness();
  23. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  24. ::RegisterClassEx(&wc);
  25. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  26. // Initialize Direct3D
  27. if (!CreateDeviceD3D(hwnd))
  28. {
  29. CleanupDeviceD3D();
  30. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  31. return 1;
  32. }
  33. // Show the window
  34. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  35. ::UpdateWindow(hwnd);
  36. // Setup Dear ImGui context
  37. IMGUI_CHECKVERSION();
  38. ImGui::CreateContext();
  39. ImGuiIO& io = ImGui::GetIO(); (void)io;
  40. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  41. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  42. // Setup Dear ImGui style
  43. ImGui::StyleColorsDark();
  44. //ImGui::StyleColorsClassic();
  45. // Setup Platform/Renderer backends
  46. ImGui_ImplWin32_Init(hwnd);
  47. ImGui_ImplDX9_Init(g_pd3dDevice);
  48. // Load Fonts
  49. // - 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.
  50. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  51. // - 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).
  52. // - 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.
  53. // - Read 'docs/FONTS.md' for more instructions and details.
  54. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  55. //io.Fonts->AddFontDefault();
  56. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  57. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  58. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  59. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  60. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  61. //IM_ASSERT(font != NULL);
  62. // Our state
  63. bool show_demo_window = true;
  64. bool show_another_window = false;
  65. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  66. // Main loop
  67. bool done = false;
  68. while (!done)
  69. {
  70. // Poll and handle messages (inputs, window resize, etc.)
  71. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  72. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  73. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  74. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  75. MSG msg;
  76. while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  77. {
  78. ::TranslateMessage(&msg);
  79. ::DispatchMessage(&msg);
  80. if (msg.message == WM_QUIT)
  81. done = true;
  82. }
  83. if (done)
  84. break;
  85. // Start the Dear ImGui frame
  86. ImGui_ImplDX9_NewFrame();
  87. ImGui_ImplWin32_NewFrame();
  88. ImGui::NewFrame();
  89. // 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!).
  90. if (show_demo_window)
  91. ImGui::ShowDemoWindow(&show_demo_window);
  92. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  93. {
  94. static float f = 0.0f;
  95. static int counter = 0;
  96. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  97. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  98. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  99. ImGui::Checkbox("Another Window", &show_another_window);
  100. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  101. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  102. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  103. counter++;
  104. ImGui::SameLine();
  105. ImGui::Text("counter = %d", counter);
  106. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  107. ImGui::End();
  108. }
  109. // 3. Show another simple window.
  110. if (show_another_window)
  111. {
  112. 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)
  113. ImGui::Text("Hello from another window!");
  114. if (ImGui::Button("Close Me"))
  115. show_another_window = false;
  116. ImGui::End();
  117. }
  118. // Rendering
  119. ImGui::EndFrame();
  120. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
  121. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
  122. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
  123. 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));
  124. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
  125. if (g_pd3dDevice->BeginScene() >= 0)
  126. {
  127. ImGui::Render();
  128. ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
  129. g_pd3dDevice->EndScene();
  130. }
  131. HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  132. // Handle loss of D3D9 device
  133. if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
  134. ResetDevice();
  135. }
  136. ImGui_ImplDX9_Shutdown();
  137. ImGui_ImplWin32_Shutdown();
  138. ImGui::DestroyContext();
  139. CleanupDeviceD3D();
  140. ::DestroyWindow(hwnd);
  141. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  142. return 0;
  143. }
  144. // Helper functions
  145. bool CreateDeviceD3D(HWND hWnd)
  146. {
  147. if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
  148. return false;
  149. // Create the D3DDevice
  150. ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
  151. g_d3dpp.Windowed = TRUE;
  152. g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  153. g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
  154. g_d3dpp.EnableAutoDepthStencil = TRUE;
  155. g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  156. g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
  157. //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
  158. if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
  159. return false;
  160. return true;
  161. }
  162. void CleanupDeviceD3D()
  163. {
  164. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  165. if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
  166. }
  167. void ResetDevice()
  168. {
  169. ImGui_ImplDX9_InvalidateDeviceObjects();
  170. HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
  171. if (hr == D3DERR_INVALIDCALL)
  172. IM_ASSERT(0);
  173. ImGui_ImplDX9_CreateDeviceObjects();
  174. }
  175. // Forward declare message handler from imgui_impl_win32.cpp
  176. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  177. // Win32 message handler
  178. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  179. {
  180. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  181. return true;
  182. switch (msg)
  183. {
  184. case WM_SIZE:
  185. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  186. {
  187. g_d3dpp.BackBufferWidth = LOWORD(lParam);
  188. g_d3dpp.BackBufferHeight = HIWORD(lParam);
  189. ResetDevice();
  190. }
  191. return 0;
  192. case WM_SYSCOMMAND:
  193. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  194. return 0;
  195. break;
  196. case WM_DESTROY:
  197. ::PostQuitMessage(0);
  198. return 0;
  199. }
  200. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  201. }