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							214 lines
						
					
					
						
							9.0 KiB
						
					
					
				| // ImGui - standalone example application for DirectX 11 | |
| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. | |
|  | |
| #include <imgui.h> | |
| #include "imgui_impl_dx11.h" | |
| #include <d3d11.h> | |
| #define DIRECTINPUT_VERSION 0x0800 | |
| #include <dinput.h> | |
| #include <tchar.h> | |
|  | |
| // Data | |
| static ID3D11Device*            g_pd3dDevice = NULL; | |
| static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL; | |
| static IDXGISwapChain*          g_pSwapChain = NULL; | |
| static ID3D11RenderTargetView*  g_mainRenderTargetView = NULL; | |
| 
 | |
| void CreateRenderTarget() | |
| { | |
|     DXGI_SWAP_CHAIN_DESC sd; | |
|     g_pSwapChain->GetDesc(&sd); | |
| 
 | |
|     // Create the render target | |
|     ID3D11Texture2D* pBackBuffer; | |
|     D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc; | |
|     ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc)); | |
|     render_target_view_desc.Format = sd.BufferDesc.Format; | |
|     render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; | |
|     g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer); | |
|     g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView); | |
|     pBackBuffer->Release(); | |
| } | |
| 
 | |
| void CleanupRenderTarget() | |
| { | |
|     if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } | |
| } | |
| 
 | |
| HRESULT CreateDeviceD3D(HWND hWnd) | |
| { | |
|     // Setup swap chain | |
|     DXGI_SWAP_CHAIN_DESC sd; | |
|     { | |
|         ZeroMemory(&sd, sizeof(sd)); | |
|         sd.BufferCount = 2; | |
|         sd.BufferDesc.Width = 0; | |
|         sd.BufferDesc.Height = 0; | |
|         sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | |
|         sd.BufferDesc.RefreshRate.Numerator = 60; | |
|         sd.BufferDesc.RefreshRate.Denominator = 1; | |
|         sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; | |
|         sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; | |
|         sd.OutputWindow = hWnd; | |
|         sd.SampleDesc.Count = 1; | |
|         sd.SampleDesc.Quality = 0; | |
|         sd.Windowed = TRUE; | |
|         sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; | |
|     } | |
| 
 | |
|     UINT createDeviceFlags = 0; | |
|     //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; | |
|     D3D_FEATURE_LEVEL featureLevel; | |
|     const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; | |
|     if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK) | |
|         return E_FAIL; | |
| 
 | |
|     CreateRenderTarget(); | |
| 
 | |
|     return S_OK; | |
| } | |
| 
 | |
| void CleanupDeviceD3D() | |
| { | |
|     CleanupRenderTarget(); | |
|     if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } | |
|     if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } | |
|     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } | |
| } | |
| 
 | |
| extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); | |
| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) | |
| { | |
|     if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) | |
|         return true; | |
| 
 | |
|     switch (msg) | |
|     { | |
|     case WM_SIZE: | |
|         if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) | |
|         { | |
|             ImGui_ImplDX11_InvalidateDeviceObjects(); | |
|             CleanupRenderTarget(); | |
|             g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); | |
|             CreateRenderTarget(); | |
|             ImGui_ImplDX11_CreateDeviceObjects(); | |
|         } | |
|         return 0; | |
|     case WM_SYSCOMMAND: | |
|         if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu | |
|             return 0; | |
|         break; | |
|     case WM_DESTROY: | |
|         PostQuitMessage(0); | |
|         return 0; | |
|     } | |
|     return DefWindowProc(hWnd, msg, wParam, lParam); | |
| } | |
| 
 | |
| int main(int, char**) | |
| { | |
|     // Create application window | |
|     WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL }; | |
|     RegisterClassEx(&wc); | |
|     HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); | |
| 
 | |
|     // Initialize Direct3D | |
|     if (CreateDeviceD3D(hwnd) < 0) | |
|     { | |
|         CleanupDeviceD3D(); | |
|         UnregisterClass(_T("ImGui Example"), wc.hInstance); | |
|         return 1; | |
|     } | |
| 
 | |
|     // Show the window | |
|     ShowWindow(hwnd, SW_SHOWDEFAULT); | |
|     UpdateWindow(hwnd); | |
| 
 | |
|     // Setup ImGui binding | |
|     ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext); | |
| 
 | |
|     // Setup style | |
|     ImGui::StyleColorsClassic(); | |
|     //ImGui::StyleColorsDark(); | |
|  | |
|     // Load Fonts | |
|     // - 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.  | |
|     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.  | |
|     // - 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). | |
|     // - 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. | |
|     // - Read 'extra_fonts/README.txt' for more instructions and details. | |
|     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! | |
|     //ImGuiIO& io = ImGui::GetIO(); | |
|     //io.Fonts->AddFontDefault(); | |
|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); | |
|     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | |
|     //IM_ASSERT(font != NULL); | |
|  | |
|     bool show_demo_window = true; | |
|     bool show_another_window = false; | |
|     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | |
| 
 | |
|     // Main loop | |
|     MSG msg; | |
|     ZeroMemory(&msg, sizeof(msg)); | |
|     while (msg.message != WM_QUIT) | |
|     { | |
|         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. | |
|         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. | |
|         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | |
|         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | |
|         if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) | |
|         { | |
|             TranslateMessage(&msg); | |
|             DispatchMessage(&msg); | |
|             continue; | |
|         } | |
|         ImGui_ImplDX11_NewFrame(); | |
| 
 | |
|         // 1. Show a simple window. | |
|         // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". | |
|         { | |
|             static float f = 0.0f; | |
|             ImGui::Text("Hello, world!");                           // Some text (you can use a format string too) | |
|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f | |
|             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color | |
|             if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well. | |
|                 show_demo_window ^= 1; | |
|             if (ImGui::Button("Another Window")) | |
|                 show_another_window ^= 1; | |
|             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | |
|         } | |
| 
 | |
|         // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. | |
|         if (show_another_window) | |
|         { | |
|             ImGui::Begin("Another Window", &show_another_window); | |
|             ImGui::Text("Hello from another window!"); | |
|             ImGui::End(); | |
|         } | |
| 
 | |
|         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). | |
|         if (show_demo_window) | |
|         { | |
|             ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! | |
|             ImGui::ShowDemoWindow(&show_demo_window); | |
|         } | |
| 
 | |
|         // Rendering | |
|         g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); | |
|         g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color); | |
|         ImGui::Render(); | |
| 
 | |
|         g_pSwapChain->Present(1, 0); // Present with vsync | |
|         //g_pSwapChain->Present(0, 0); // Present without vsync | |
|     } | |
| 
 | |
|     ImGui_ImplDX11_Shutdown(); | |
|     CleanupDeviceD3D(); | |
|     UnregisterClass(_T("ImGui Example"), wc.hInstance); | |
| 
 | |
|     return 0; | |
| }
 | |
| 
 |