main.cpp (9825B)
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 5 #include "imgui.h" 6 #include "imgui_impl_win32.h" 7 #include "imgui_impl_dx10.h" 8 #include <d3d10_1.h> 9 #include <d3d10.h> 10 #include <tchar.h> 11 12 // Data 13 static ID3D10Device* g_pd3dDevice = NULL; 14 static IDXGISwapChain* g_pSwapChain = NULL; 15 static ID3D10RenderTargetView* g_mainRenderTargetView = NULL; 16 17 // Forward declarations of helper functions 18 bool CreateDeviceD3D(HWND hWnd); 19 void CleanupDeviceD3D(); 20 void CreateRenderTarget(); 21 void CleanupRenderTarget(); 22 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); 23 24 // Main code 25 int main(int, char**) 26 { 27 // Create application window 28 //ImGui_ImplWin32_EnableDpiAwareness(); 29 WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; 30 ::RegisterClassEx(&wc); 31 HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); 32 33 // Initialize Direct3D 34 if (!CreateDeviceD3D(hwnd)) 35 { 36 CleanupDeviceD3D(); 37 ::UnregisterClass(wc.lpszClassName, wc.hInstance); 38 return 1; 39 } 40 41 // Show the window 42 ::ShowWindow(hwnd, SW_SHOWDEFAULT); 43 ::UpdateWindow(hwnd); 44 45 // Setup Dear ImGui context 46 IMGUI_CHECKVERSION(); 47 ImGui::CreateContext(); 48 ImGuiIO& io = ImGui::GetIO(); (void)io; 49 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls 50 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls 51 52 // Setup Dear ImGui style 53 ImGui::StyleColorsDark(); 54 //ImGui::StyleColorsClassic(); 55 56 // Setup Platform/Renderer backends 57 ImGui_ImplWin32_Init(hwnd); 58 ImGui_ImplDX10_Init(g_pd3dDevice); 59 60 // Load Fonts 61 // - 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. 62 // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 63 // - 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). 64 // - 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. 65 // - Read 'docs/FONTS.md' for more instructions and details. 66 // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! 67 //io.Fonts->AddFontDefault(); 68 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); 69 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); 70 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); 71 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); 72 //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); 73 //IM_ASSERT(font != NULL); 74 75 // Our state 76 bool show_demo_window = true; 77 bool show_another_window = false; 78 ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); 79 80 // Main loop 81 bool done = false; 82 while (!done) 83 { 84 // Poll and handle messages (inputs, window resize, etc.) 85 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. 86 // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. 87 // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. 88 // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. 89 MSG msg; 90 while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) 91 { 92 ::TranslateMessage(&msg); 93 ::DispatchMessage(&msg); 94 if (msg.message == WM_QUIT) 95 done = true; 96 } 97 if (done) 98 break; 99 100 // Start the Dear ImGui frame 101 ImGui_ImplDX10_NewFrame(); 102 ImGui_ImplWin32_NewFrame(); 103 ImGui::NewFrame(); 104 105 // 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!). 106 if (show_demo_window) 107 ImGui::ShowDemoWindow(&show_demo_window); 108 109 // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. 110 { 111 static float f = 0.0f; 112 static int counter = 0; 113 114 ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. 115 116 ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) 117 ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state 118 ImGui::Checkbox("Another Window", &show_another_window); 119 120 ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f 121 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color 122 123 if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) 124 counter++; 125 ImGui::SameLine(); 126 ImGui::Text("counter = %d", counter); 127 128 ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); 129 ImGui::End(); 130 } 131 132 // 3. Show another simple window. 133 if (show_another_window) 134 { 135 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) 136 ImGui::Text("Hello from another window!"); 137 if (ImGui::Button("Close Me")) 138 show_another_window = false; 139 ImGui::End(); 140 } 141 142 // Rendering 143 ImGui::Render(); 144 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 }; 145 g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); 146 g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); 147 ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); 148 149 g_pSwapChain->Present(1, 0); // Present with vsync 150 //g_pSwapChain->Present(0, 0); // Present without vsync 151 } 152 153 ImGui_ImplDX10_Shutdown(); 154 ImGui_ImplWin32_Shutdown(); 155 ImGui::DestroyContext(); 156 157 CleanupDeviceD3D(); 158 ::DestroyWindow(hwnd); 159 ::UnregisterClass(wc.lpszClassName, wc.hInstance); 160 161 return 0; 162 } 163 164 // Helper functions 165 166 bool CreateDeviceD3D(HWND hWnd) 167 { 168 // Setup swap chain 169 DXGI_SWAP_CHAIN_DESC sd; 170 ZeroMemory(&sd, sizeof(sd)); 171 sd.BufferCount = 2; 172 sd.BufferDesc.Width = 0; 173 sd.BufferDesc.Height = 0; 174 sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; 175 sd.BufferDesc.RefreshRate.Numerator = 60; 176 sd.BufferDesc.RefreshRate.Denominator = 1; 177 sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; 178 sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; 179 sd.OutputWindow = hWnd; 180 sd.SampleDesc.Count = 1; 181 sd.SampleDesc.Quality = 0; 182 sd.Windowed = TRUE; 183 sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; 184 185 UINT createDeviceFlags = 0; 186 //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; 187 if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK) 188 return false; 189 190 CreateRenderTarget(); 191 return true; 192 } 193 194 void CleanupDeviceD3D() 195 { 196 CleanupRenderTarget(); 197 if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } 198 if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } 199 } 200 201 void CreateRenderTarget() 202 { 203 ID3D10Texture2D* pBackBuffer; 204 g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); 205 g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); 206 pBackBuffer->Release(); 207 } 208 209 void CleanupRenderTarget() 210 { 211 if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } 212 } 213 214 // Forward declare message handler from imgui_impl_win32.cpp 215 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); 216 217 // Win32 message handler 218 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) 219 { 220 if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) 221 return true; 222 223 switch (msg) 224 { 225 case WM_SIZE: 226 if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) 227 { 228 CleanupRenderTarget(); 229 g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); 230 CreateRenderTarget(); 231 } 232 return 0; 233 case WM_SYSCOMMAND: 234 if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu 235 return 0; 236 break; 237 case WM_DESTROY: 238 ::PostQuitMessage(0); 239 return 0; 240 } 241 return ::DefWindowProc(hWnd, msg, wParam, lParam); 242 }