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 }