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							181 lines
						
					
					
						
							8.1 KiB
						
					
					
				| // ImGui - standalone example application for DirectX 9 | |
| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. | |
|  | |
| #include <imgui.h> | |
| #include "imgui_impl_dx9.h" | |
| #include <d3d9.h> | |
| #define DIRECTINPUT_VERSION 0x0800 | |
| #include <dinput.h> | |
| #include <tchar.h> | |
|  | |
| // Data | |
| static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL; | |
| static D3DPRESENT_PARAMETERS    g_d3dpp; | |
| 
 | |
| 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_ImplDX9_InvalidateDeviceObjects(); | |
|             g_d3dpp.BackBufferWidth  = LOWORD(lParam); | |
|             g_d3dpp.BackBufferHeight = HIWORD(lParam); | |
|             HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp); | |
|             if (hr == D3DERR_INVALIDCALL) | |
|                 IM_ASSERT(0); | |
|             ImGui_ImplDX9_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 DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); | |
| 
 | |
|     // Initialize Direct3D | |
|     LPDIRECT3D9 pD3D; | |
|     if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) | |
|     { | |
|         UnregisterClass(_T("ImGui Example"), wc.hInstance); | |
|         return 0; | |
|     } | |
|     ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); | |
|     g_d3dpp.Windowed = TRUE; | |
|     g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; | |
|     g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; | |
|     g_d3dpp.EnableAutoDepthStencil = TRUE; | |
|     g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; | |
|     g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync | |
|     //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate | |
|  | |
|     // Create the D3DDevice | |
|     if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) | |
|     { | |
|         pD3D->Release(); | |
|         UnregisterClass(_T("ImGui Example"), wc.hInstance); | |
|         return 0; | |
|     } | |
| 
 | |
|     // Setup ImGui binding | |
|     ImGui_ImplDX9_Init(hwnd, g_pd3dDevice); | |
| 
 | |
|     // 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)); | |
|     ShowWindow(hwnd, SW_SHOWDEFAULT); | |
|     UpdateWindow(hwnd); | |
|     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_ImplDX9_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 | |
|         ImGui::EndFrame(); | |
|         g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); | |
|         g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false); | |
|         g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false); | |
|         D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f)); | |
|         g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); | |
|         if (g_pd3dDevice->BeginScene() >= 0) | |
|         { | |
|             ImGui::Render(); | |
|             g_pd3dDevice->EndScene(); | |
|         } | |
|         HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL); | |
| 
 | |
|         // Handle loss of D3D9 device | |
|         if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET) | |
|         { | |
|             ImGui_ImplDX9_InvalidateDeviceObjects(); | |
|             g_pd3dDevice->Reset(&g_d3dpp); | |
|             ImGui_ImplDX9_CreateDeviceObjects(); | |
|         } | |
|     } | |
| 
 | |
|     ImGui_ImplDX9_Shutdown(); | |
|     if (g_pd3dDevice) g_pd3dDevice->Release(); | |
|     if (pD3D) pD3D->Release(); | |
|     UnregisterClass(_T("ImGui Example"), wc.hInstance); | |
| 
 | |
|     return 0; | |
| }
 | |
| 
 |