imgui

FORK: Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
git clone https://git.neptards.moe/neptards/imgui.git
Log | Files | Refs

main.cpp (10143B)


      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 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
      4 // Read online: https://github.com/ocornut/imgui/tree/master/docs
      5 
      6 #include "imgui.h"
      7 #include "imgui_impl_sdl.h"
      8 #include "imgui_impl_dx11.h"
      9 #include <d3d11.h>
     10 #include <stdio.h>
     11 #include <SDL.h>
     12 #include <SDL_syswm.h>
     13 
     14 // Data
     15 static ID3D11Device*            g_pd3dDevice = NULL;
     16 static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;
     17 static IDXGISwapChain*          g_pSwapChain = NULL;
     18 static ID3D11RenderTargetView*  g_mainRenderTargetView = NULL;
     19 
     20 // Forward declarations of helper functions
     21 bool CreateDeviceD3D(HWND hWnd);
     22 void CleanupDeviceD3D();
     23 void CreateRenderTarget();
     24 void CleanupRenderTarget();
     25 
     26 // Main code
     27 int main(int, char**)
     28 {
     29     // Setup SDL
     30     // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
     31     // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
     32     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
     33     {
     34         printf("Error: %s\n", SDL_GetError());
     35         return -1;
     36     }
     37 
     38     // Setup window
     39     SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
     40     SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
     41     SDL_SysWMinfo wmInfo;
     42     SDL_VERSION(&wmInfo.version);
     43     SDL_GetWindowWMInfo(window, &wmInfo);
     44     HWND hwnd = (HWND)wmInfo.info.win.window;
     45 
     46     // Initialize Direct3D
     47     if (!CreateDeviceD3D(hwnd))
     48     {
     49         CleanupDeviceD3D();
     50         return 1;
     51     }
     52 
     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 
     60     // Setup Dear ImGui style
     61     ImGui::StyleColorsDark();
     62     //ImGui::StyleColorsClassic();
     63 
     64     // Setup Platform/Renderer backends
     65     ImGui_ImplSDL2_InitForD3D(window);
     66     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
     67 
     68     // Load Fonts
     69     // - 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.
     70     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
     71     // - 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).
     72     // - 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.
     73     // - Read 'docs/FONTS.md' for more instructions and details.
     74     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     75     //io.Fonts->AddFontDefault();
     76     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
     77     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
     78     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
     79     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
     80     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
     81     //IM_ASSERT(font != NULL);
     82 
     83     // Our state
     84     bool show_demo_window = true;
     85     bool show_another_window = false;
     86     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
     87 
     88     // Main loop
     89     bool done = false;
     90     while (!done)
     91     {
     92         // Poll and handle events (inputs, window resize, etc.)
     93         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
     94         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
     95         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
     96         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
     97         SDL_Event event;
     98         while (SDL_PollEvent(&event))
     99         {
    100             ImGui_ImplSDL2_ProcessEvent(&event);
    101             if (event.type == SDL_QUIT)
    102                 done = true;
    103             if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
    104                 done = true;
    105             if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
    106             {
    107                 // Release all outstanding references to the swap chain's buffers before resizing.
    108                 CleanupRenderTarget();
    109                 g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
    110                 CreateRenderTarget();
    111             }
    112         }
    113 
    114         // Start the Dear ImGui frame
    115         ImGui_ImplDX11_NewFrame();
    116         ImGui_ImplSDL2_NewFrame(window);
    117         ImGui::NewFrame();
    118 
    119         // 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!).
    120         if (show_demo_window)
    121             ImGui::ShowDemoWindow(&show_demo_window);
    122 
    123         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
    124         {
    125             static float f = 0.0f;
    126             static int counter = 0;
    127 
    128             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
    129 
    130             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
    131             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
    132             ImGui::Checkbox("Another Window", &show_another_window);
    133 
    134             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
    135             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
    136 
    137             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
    138                 counter++;
    139             ImGui::SameLine();
    140             ImGui::Text("counter = %d", counter);
    141 
    142             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
    143             ImGui::End();
    144         }
    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 
    156         // Rendering
    157         ImGui::Render();
    158         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 };
    159         g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
    160         g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
    161         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
    162 
    163         g_pSwapChain->Present(1, 0); // Present with vsync
    164         //g_pSwapChain->Present(0, 0); // Present without vsync
    165     }
    166 
    167     // Cleanup
    168     ImGui_ImplDX11_Shutdown();
    169     ImGui_ImplSDL2_Shutdown();
    170     ImGui::DestroyContext();
    171 
    172     CleanupDeviceD3D();
    173     SDL_DestroyWindow(window);
    174     SDL_Quit();
    175 
    176     return 0;
    177 }
    178 
    179 // Helper functions
    180 
    181 bool CreateDeviceD3D(HWND hWnd)
    182 {
    183     // Setup swap chain
    184     DXGI_SWAP_CHAIN_DESC sd;
    185     ZeroMemory(&sd, sizeof(sd));
    186     sd.BufferCount = 2;
    187     sd.BufferDesc.Width = 0;
    188     sd.BufferDesc.Height = 0;
    189     sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    190     sd.BufferDesc.RefreshRate.Numerator = 60;
    191     sd.BufferDesc.RefreshRate.Denominator = 1;
    192     sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
    193     sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    194     sd.OutputWindow = hWnd;
    195     sd.SampleDesc.Count = 1;
    196     sd.SampleDesc.Quality = 0;
    197     sd.Windowed = TRUE;
    198     sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
    199 
    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     if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
    205         return false;
    206 
    207     CreateRenderTarget();
    208     return true;
    209 }
    210 
    211 void CleanupDeviceD3D()
    212 {
    213     CleanupRenderTarget();
    214     if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
    215     if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
    216     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
    217 }
    218 
    219 void CreateRenderTarget()
    220 {
    221     ID3D11Texture2D* pBackBuffer;
    222     g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
    223     g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
    224     pBackBuffer->Release();
    225 }
    226 
    227 void CleanupRenderTarget()
    228 {
    229     if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
    230 }