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							239 lines
						
					
					
						
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							239 lines
						
					
					
						
							9.4 KiB
						
					
					
				// dear imgui: standalone example application for DirectX 10 | 
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. | 
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 | 
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#include "imgui.h" | 
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#include "imgui_impl_win32.h" | 
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#include "imgui_impl_dx10.h" | 
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#include <d3d10_1.h> | 
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#include <d3d10.h> | 
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#define DIRECTINPUT_VERSION 0x0800 | 
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#include <dinput.h> | 
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#include <tchar.h> | 
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 | 
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// Data | 
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static ID3D10Device*            g_pd3dDevice = NULL; | 
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static IDXGISwapChain*          g_pSwapChain = NULL; | 
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static ID3D10RenderTargetView*  g_mainRenderTargetView = NULL; | 
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 | 
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// Forward declarations of helper functions | 
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bool CreateDeviceD3D(HWND hWnd); | 
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void CleanupDeviceD3D(); | 
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void CreateRenderTarget(); | 
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void CleanupRenderTarget(); | 
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); | 
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 | 
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// Main code | 
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int main(int, char**) | 
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{ | 
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    // Create application window | 
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    //ImGui_ImplWin32_EnableDpiAwareness(); | 
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    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; | 
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    ::RegisterClassEx(&wc); | 
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    HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); | 
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 | 
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    // Initialize Direct3D | 
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    if (!CreateDeviceD3D(hwnd)) | 
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    { | 
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        CleanupDeviceD3D(); | 
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        ::UnregisterClass(wc.lpszClassName, wc.hInstance); | 
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        return 1; | 
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    } | 
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 | 
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    // Show the window | 
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    ::ShowWindow(hwnd, SW_SHOWDEFAULT); | 
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    ::UpdateWindow(hwnd); | 
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 | 
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    // Setup Dear ImGui context | 
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    IMGUI_CHECKVERSION(); | 
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    ImGui::CreateContext(); | 
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    ImGuiIO& io = ImGui::GetIO(); (void)io; | 
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    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls | 
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    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls | 
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 | 
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    // Setup Dear ImGui style | 
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    ImGui::StyleColorsDark(); | 
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    //ImGui::StyleColorsClassic(); | 
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 | 
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    // Setup Platform/Renderer backends | 
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    ImGui_ImplWin32_Init(hwnd); | 
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    ImGui_ImplDX10_Init(g_pd3dDevice); | 
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 | 
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    // Load Fonts | 
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    // - 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. | 
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    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. | 
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    // - 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). | 
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    // - 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. | 
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    // - Read 'docs/FONTS.md' for more instructions and details. | 
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    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! | 
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    //io.Fonts->AddFontDefault(); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); | 
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    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | 
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    //IM_ASSERT(font != NULL); | 
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 | 
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    // Our state | 
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    bool show_demo_window = true; | 
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    bool show_another_window = false; | 
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    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | 
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 | 
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    // Main loop | 
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    MSG msg; | 
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    ZeroMemory(&msg, sizeof(msg)); | 
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    while (msg.message != WM_QUIT) | 
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    { | 
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        // Poll and handle messages (inputs, window resize, etc.) | 
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        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. | 
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        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. | 
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        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | 
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        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | 
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        if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) | 
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        { | 
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            ::TranslateMessage(&msg); | 
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            ::DispatchMessage(&msg); | 
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            continue; | 
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        } | 
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 | 
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        // Start the Dear ImGui frame | 
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        ImGui_ImplDX10_NewFrame(); | 
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        ImGui_ImplWin32_NewFrame(); | 
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        ImGui::NewFrame(); | 
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 | 
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        // 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!). | 
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        if (show_demo_window) | 
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            ImGui::ShowDemoWindow(&show_demo_window); | 
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 | 
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        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. | 
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        { | 
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            static float f = 0.0f; | 
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            static int counter = 0; | 
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 | 
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            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it. | 
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 | 
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            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too) | 
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            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state | 
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            ImGui::Checkbox("Another Window", &show_another_window); | 
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 | 
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            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f | 
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            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color | 
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 | 
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            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated) | 
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                counter++; | 
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            ImGui::SameLine(); | 
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            ImGui::Text("counter = %d", counter); | 
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 | 
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            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | 
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            ImGui::End(); | 
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        } | 
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 | 
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        // 3. Show another simple window. | 
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        if (show_another_window) | 
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        { | 
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            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) | 
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            ImGui::Text("Hello from another window!"); | 
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            if (ImGui::Button("Close Me")) | 
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                show_another_window = false; | 
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            ImGui::End(); | 
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        } | 
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 | 
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        // Rendering | 
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        ImGui::Render(); | 
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        g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); | 
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        g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color); | 
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        ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); | 
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 | 
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        g_pSwapChain->Present(1, 0); // Present with vsync | 
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        //g_pSwapChain->Present(0, 0); // Present without vsync | 
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    } | 
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 | 
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    ImGui_ImplDX10_Shutdown(); | 
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    ImGui_ImplWin32_Shutdown(); | 
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    ImGui::DestroyContext(); | 
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 | 
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    CleanupDeviceD3D(); | 
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    ::DestroyWindow(hwnd); | 
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    ::UnregisterClass(wc.lpszClassName, wc.hInstance); | 
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 | 
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    return 0; | 
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} | 
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 | 
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// Helper functions | 
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 | 
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bool CreateDeviceD3D(HWND hWnd) | 
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{ | 
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    // Setup swap chain | 
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    DXGI_SWAP_CHAIN_DESC sd; | 
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    ZeroMemory(&sd, sizeof(sd)); | 
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    sd.BufferCount = 2; | 
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    sd.BufferDesc.Width = 0; | 
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    sd.BufferDesc.Height = 0; | 
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    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | 
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    sd.BufferDesc.RefreshRate.Numerator = 60; | 
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    sd.BufferDesc.RefreshRate.Denominator = 1; | 
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    sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; | 
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    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; | 
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    sd.OutputWindow = hWnd; | 
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    sd.SampleDesc.Count = 1; | 
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    sd.SampleDesc.Quality = 0; | 
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    sd.Windowed = TRUE; | 
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    sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; | 
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 | 
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    UINT createDeviceFlags = 0; | 
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    //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; | 
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    if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK) | 
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        return false; | 
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 | 
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    CreateRenderTarget(); | 
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    return true; | 
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} | 
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 | 
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void CleanupDeviceD3D() | 
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{ | 
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    CleanupRenderTarget(); | 
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    if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } | 
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    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } | 
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} | 
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 | 
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void CreateRenderTarget() | 
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{ | 
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    ID3D10Texture2D* pBackBuffer; | 
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    g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); | 
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    g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); | 
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    pBackBuffer->Release(); | 
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} | 
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 | 
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void CleanupRenderTarget() | 
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{ | 
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    if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } | 
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} | 
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 | 
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// Forward declare message handler from imgui_impl_win32.cpp | 
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); | 
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 | 
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// Win32 message handler | 
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) | 
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{ | 
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    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) | 
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        return true; | 
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 | 
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    switch (msg) | 
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    { | 
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    case WM_SIZE: | 
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        if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) | 
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        { | 
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            CleanupRenderTarget(); | 
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            g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); | 
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            CreateRenderTarget(); | 
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        } | 
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        return 0; | 
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    case WM_SYSCOMMAND: | 
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        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu | 
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            return 0; | 
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        break; | 
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    case WM_DESTROY: | 
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        ::PostQuitMessage(0); | 
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        return 0; | 
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    } | 
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    return ::DefWindowProc(hWnd, msg, wParam, lParam); | 
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}
 | 
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