imgui

FORK: Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
git clone https://git.neptards.moe/neptards/imgui.git
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main.cpp (9874B)


      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 
      5 #include "imgui.h"
      6 #include "imgui_impl_dx9.h"
      7 #include "imgui_impl_win32.h"
      8 #include <d3d9.h>
      9 #include <tchar.h>
     10 
     11 // Data
     12 static LPDIRECT3D9              g_pD3D = NULL;
     13 static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL;
     14 static D3DPRESENT_PARAMETERS    g_d3dpp = {};
     15 
     16 // Forward declarations of helper functions
     17 bool CreateDeviceD3D(HWND hWnd);
     18 void CleanupDeviceD3D();
     19 void ResetDevice();
     20 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
     21 
     22 // Main code
     23 int main(int, char**)
     24 {
     25     // Create application window
     26     //ImGui_ImplWin32_EnableDpiAwareness();
     27     WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
     28     ::RegisterClassEx(&wc);
     29     HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
     30 
     31     // Initialize Direct3D
     32     if (!CreateDeviceD3D(hwnd))
     33     {
     34         CleanupDeviceD3D();
     35         ::UnregisterClass(wc.lpszClassName, wc.hInstance);
     36         return 1;
     37     }
     38 
     39     // Show the window
     40     ::ShowWindow(hwnd, SW_SHOWDEFAULT);
     41     ::UpdateWindow(hwnd);
     42 
     43     // Setup Dear ImGui context
     44     IMGUI_CHECKVERSION();
     45     ImGui::CreateContext();
     46     ImGuiIO& io = ImGui::GetIO(); (void)io;
     47     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
     48     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
     49 
     50     // Setup Dear ImGui style
     51     ImGui::StyleColorsDark();
     52     //ImGui::StyleColorsClassic();
     53 
     54     // Setup Platform/Renderer backends
     55     ImGui_ImplWin32_Init(hwnd);
     56     ImGui_ImplDX9_Init(g_pd3dDevice);
     57 
     58     // Load Fonts
     59     // - 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.
     60     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
     61     // - 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).
     62     // - 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.
     63     // - Read 'docs/FONTS.md' for more instructions and details.
     64     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
     65     //io.Fonts->AddFontDefault();
     66     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
     67     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
     68     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
     69     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
     70     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
     71     //IM_ASSERT(font != NULL);
     72 
     73     // Our state
     74     bool show_demo_window = true;
     75     bool show_another_window = false;
     76     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
     77 
     78     // Main loop
     79     bool done = false;
     80     while (!done)
     81     {
     82         // Poll and handle messages (inputs, window resize, etc.)
     83         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
     84         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
     85         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
     86         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
     87         MSG msg;
     88         while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
     89         {
     90             ::TranslateMessage(&msg);
     91             ::DispatchMessage(&msg);
     92             if (msg.message == WM_QUIT)
     93                 done = true;
     94         }
     95         if (done)
     96             break;
     97 
     98         // Start the Dear ImGui frame
     99         ImGui_ImplDX9_NewFrame();
    100         ImGui_ImplWin32_NewFrame();
    101         ImGui::NewFrame();
    102 
    103         // 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!).
    104         if (show_demo_window)
    105             ImGui::ShowDemoWindow(&show_demo_window);
    106 
    107         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
    108         {
    109             static float f = 0.0f;
    110             static int counter = 0;
    111 
    112             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
    113 
    114             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
    115             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
    116             ImGui::Checkbox("Another Window", &show_another_window);
    117 
    118             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
    119             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
    120 
    121             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
    122                 counter++;
    123             ImGui::SameLine();
    124             ImGui::Text("counter = %d", counter);
    125 
    126             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
    127             ImGui::End();
    128         }
    129 
    130         // 3. Show another simple window.
    131         if (show_another_window)
    132         {
    133             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)
    134             ImGui::Text("Hello from another window!");
    135             if (ImGui::Button("Close Me"))
    136                 show_another_window = false;
    137             ImGui::End();
    138         }
    139 
    140         // Rendering
    141         ImGui::EndFrame();
    142         g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
    143         g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
    144         g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
    145         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));
    146         g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
    147         if (g_pd3dDevice->BeginScene() >= 0)
    148         {
    149             ImGui::Render();
    150             ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
    151             g_pd3dDevice->EndScene();
    152         }
    153         HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
    154 
    155         // Handle loss of D3D9 device
    156         if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
    157             ResetDevice();
    158     }
    159 
    160     ImGui_ImplDX9_Shutdown();
    161     ImGui_ImplWin32_Shutdown();
    162     ImGui::DestroyContext();
    163 
    164     CleanupDeviceD3D();
    165     ::DestroyWindow(hwnd);
    166     ::UnregisterClass(wc.lpszClassName, wc.hInstance);
    167 
    168     return 0;
    169 }
    170 
    171 // Helper functions
    172 
    173 bool CreateDeviceD3D(HWND hWnd)
    174 {
    175     if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
    176         return false;
    177 
    178     // Create the D3DDevice
    179     ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
    180     g_d3dpp.Windowed = TRUE;
    181     g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    182     g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
    183     g_d3dpp.EnableAutoDepthStencil = TRUE;
    184     g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
    185     g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;           // Present with vsync
    186     //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;   // Present without vsync, maximum unthrottled framerate
    187     if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
    188         return false;
    189 
    190     return true;
    191 }
    192 
    193 void CleanupDeviceD3D()
    194 {
    195     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
    196     if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
    197 }
    198 
    199 void ResetDevice()
    200 {
    201     ImGui_ImplDX9_InvalidateDeviceObjects();
    202     HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
    203     if (hr == D3DERR_INVALIDCALL)
    204         IM_ASSERT(0);
    205     ImGui_ImplDX9_CreateDeviceObjects();
    206 }
    207 
    208 // Forward declare message handler from imgui_impl_win32.cpp
    209 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
    210 
    211 // Win32 message handler
    212 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
    213 {
    214     if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
    215         return true;
    216 
    217     switch (msg)
    218     {
    219     case WM_SIZE:
    220         if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
    221         {
    222             g_d3dpp.BackBufferWidth = LOWORD(lParam);
    223             g_d3dpp.BackBufferHeight = HIWORD(lParam);
    224             ResetDevice();
    225         }
    226         return 0;
    227     case WM_SYSCOMMAND:
    228         if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
    229             return 0;
    230         break;
    231     case WM_DESTROY:
    232         ::PostQuitMessage(0);
    233         return 0;
    234     }
    235     return ::DefWindowProc(hWnd, msg, wParam, lParam);
    236 }