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 }