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352 lines
12 KiB
352 lines
12 KiB
#include <windows.h> |
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#include <mmsystem.h> |
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#include <d3dx9.h> |
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#define DIRECTINPUT_VERSION 0x0800 |
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#include <dinput.h> |
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#include "../../imgui.h" |
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#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup |
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static HWND hWnd; |
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static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice |
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static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device |
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static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices |
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static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture |
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struct CUSTOMVERTEX |
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{ |
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D3DXVECTOR3 position; |
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D3DCOLOR color; |
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float tu, tv; |
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}; |
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) |
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structuer) |
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static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) |
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{ |
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size_t total_vtx_count = 0; |
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for (int n = 0; n < cmd_lists_count; n++) |
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total_vtx_count += cmd_lists[n]->vtx_buffer.size(); |
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if (total_vtx_count == 0) |
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return; |
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// Copy and convert all vertices into a single contiguous buffer |
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CUSTOMVERTEX* vtx_dst; |
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if (g_pVB->Lock(0, total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) |
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return; |
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for (int n = 0; n < cmd_lists_count; n++) |
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{ |
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const ImDrawList* cmd_list = cmd_lists[n]; |
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const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0]; |
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for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++) |
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{ |
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vtx_dst->position.x = vtx_src->pos.x; |
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vtx_dst->position.y = vtx_src->pos.y; |
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vtx_dst->position.z = 0.0f; |
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vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 |
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vtx_dst->tu = vtx_src->uv.x; |
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vtx_dst->tv = vtx_src->uv.y; |
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vtx_dst++; |
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vtx_src++; |
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} |
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} |
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g_pVB->Unlock(); |
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g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) ); |
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g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX ); |
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// Setup render state: alpha-blending, no face culling, no depth testing |
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g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); |
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g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false ); |
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g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false ); |
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g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true ); |
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g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD ); |
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g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false ); |
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g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); |
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g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); |
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g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true ); |
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// Setup texture |
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g_pd3dDevice->SetTexture( 0, g_pTexture ); |
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); |
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); |
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); |
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); |
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); |
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); |
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// Setup orthographic projection matrix |
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D3DXMATRIXA16 mat; |
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D3DXMatrixIdentity(&mat); |
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g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat); |
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g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat); |
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D3DXMatrixOrthoOffCenterLH(&mat, 0.0f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 0.0f, -1.0f, +1.0f); |
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g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat); |
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// Render command lists |
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int vtx_offset = 0; |
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for (int n = 0; n < cmd_lists_count; n++) |
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{ |
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// Render command list |
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const ImDrawList* cmd_list = cmd_lists[n]; |
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const ImDrawCmd* pcmd_end = cmd_list->commands.end(); |
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for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++) |
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{ |
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const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w }; |
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g_pd3dDevice->SetScissorRect(&r); |
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g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3); |
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vtx_offset += pcmd->vtx_count; |
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} |
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} |
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} |
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HRESULT InitD3D(HWND hWnd) |
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{ |
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if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION))) |
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return E_FAIL; |
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D3DPRESENT_PARAMETERS d3dpp; |
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ZeroMemory(&d3dpp, sizeof(d3dpp)); |
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d3dpp.Windowed = TRUE; |
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; |
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d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; |
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d3dpp.EnableAutoDepthStencil = TRUE; |
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d3dpp.AutoDepthStencilFormat = D3DFMT_D16; |
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d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; |
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// Create the D3DDevice |
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if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0) |
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return E_FAIL; |
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return S_OK; |
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} |
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void Cleanup() |
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{ |
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if (g_pTexture != NULL) |
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g_pTexture->Release(); |
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if (g_pd3dDevice != NULL) |
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g_pd3dDevice->Release(); |
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if (g_pD3D != NULL) |
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g_pD3D->Release(); |
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} |
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LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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switch (msg) |
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{ |
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case WM_LBUTTONDOWN: |
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io.MouseDown[0] = true; |
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return true; |
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case WM_LBUTTONUP: |
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io.MouseDown[0] = false; |
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return true; |
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case WM_RBUTTONDOWN: |
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io.MouseDown[1] = true; |
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return true; |
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case WM_RBUTTONUP: |
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io.MouseDown[1] = false; |
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return true; |
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case WM_MOUSEWHEEL: |
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// Mouse wheel: -1,0,+1 |
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io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1; |
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return true; |
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case WM_MOUSEMOVE: |
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// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) |
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io.MousePos.x = (signed short)(lParam); |
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io.MousePos.y = (signed short)(lParam >> 16); |
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return true; |
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case WM_CHAR: |
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters. |
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if (wParam > 1 && wParam < 256) |
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io.AddInputCharacter((char)wParam); |
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return true; |
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case WM_DESTROY: |
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{ |
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Cleanup(); |
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PostQuitMessage(0); |
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return 0; |
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} |
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} |
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return DefWindowProc(hWnd, msg, wParam, lParam); |
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} |
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void InitImGui() |
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{ |
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RECT rect; |
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GetClientRect(hWnd, &rect); |
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ImGuiIO& io = ImGui::GetIO(); |
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions. |
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io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable) |
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io.PixelCenterOffset = 0.0f; // Align Direct3D Texels |
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io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. |
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; |
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; |
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io.KeyMap[ImGuiKey_UpArrow] = VK_UP; |
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io.KeyMap[ImGuiKey_DownArrow] = VK_UP; |
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io.KeyMap[ImGuiKey_Home] = VK_HOME; |
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io.KeyMap[ImGuiKey_End] = VK_END; |
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io.KeyMap[ImGuiKey_Delete] = VK_DELETE; |
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK; |
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io.KeyMap[ImGuiKey_Enter] = VK_RETURN; |
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io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; |
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io.KeyMap[ImGuiKey_A] = 'A'; |
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io.KeyMap[ImGuiKey_C] = 'C'; |
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io.KeyMap[ImGuiKey_V] = 'V'; |
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io.KeyMap[ImGuiKey_X] = 'X'; |
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io.KeyMap[ImGuiKey_Y] = 'Y'; |
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io.KeyMap[ImGuiKey_Z] = 'Z'; |
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io.RenderDrawListsFn = ImImpl_RenderDrawLists; |
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// Create the vertex buffer |
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if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) |
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{ |
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IM_ASSERT(0); |
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return; |
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} |
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// Load font texture |
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const void* png_data; |
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unsigned int png_size; |
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); |
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if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0) |
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{ |
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IM_ASSERT(0); |
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return; |
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} |
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} |
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INT64 ticks_per_second = 0; |
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INT64 time = 0; |
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void UpdateImGui() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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// Setup timestep |
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INT64 current_time; |
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QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); |
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io.DeltaTime = (float)(current_time - time) / ticks_per_second; |
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time = current_time; |
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// Setup inputs |
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// (we already got mouse position, buttons, wheel from the window message callback) |
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BYTE keystate[256]; |
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GetKeyboardState(keystate); |
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for (int i = 0; i < 256; i++) |
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io.KeysDown[i] = (keystate[i] & 0x80) != 0; |
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io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0; |
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io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0; |
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// io.MousePos : filled by WM_MOUSEMOVE event |
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// io.MouseDown : filled by WM_*BUTTON* events |
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// io.MouseWheel : filled by WM_MOUSEWHEEL events |
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// Start the frame |
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ImGui::NewFrame(); |
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} |
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int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int) |
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{ |
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// Register the window class |
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WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL }; |
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RegisterClassEx(&wc); |
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// Create the application's window |
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hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); |
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if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second)) |
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return 1; |
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if (!QueryPerformanceCounter((LARGE_INTEGER *)&time)) |
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return 1; |
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// Initialize Direct3D |
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if (InitD3D(hWnd) < 0) |
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{ |
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if (g_pVB) |
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g_pVB->Release(); |
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UnregisterClass(L"ImGui Example", wc.hInstance); |
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return 1; |
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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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InitImGui(); |
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// Enter the message 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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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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UpdateImGui(); |
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// Create a simple window |
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" |
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static bool show_test_window = true; |
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static bool show_another_window = false; |
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static float f; |
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ImGui::Text("Hello, world!"); |
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); |
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show_test_window ^= ImGui::Button("Test Window"); |
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show_another_window ^= ImGui::Button("Another Window"); |
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// Calculate and show framerate |
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static float ms_per_frame[120] = { 0 }; |
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static int ms_per_frame_idx = 0; |
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static float ms_per_frame_accum = 0.0f; |
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ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx]; |
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ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f; |
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ms_per_frame_accum += ms_per_frame[ms_per_frame_idx]; |
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ms_per_frame_idx = (ms_per_frame_idx + 1) % 120; |
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const float ms_per_frame_avg = ms_per_frame_accum / 120; |
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg); |
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// Show the ImGui test window |
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// Most of user example code is in ImGui::ShowTestWindow() |
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if (show_test_window) |
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{ |
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ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! |
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ImGui::ShowTestWindow(&show_test_window); |
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} |
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// 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, ImVec2(200,100)); |
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ImGui::Text("Hello"); |
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ImGui::End(); |
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} |
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// Rendering |
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g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); |
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g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false); |
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g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false); |
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g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0); |
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if (g_pd3dDevice->BeginScene() >= 0) |
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{ |
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ImGui::Render(); |
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g_pd3dDevice->EndScene(); |
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} |
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g_pd3dDevice->Present(NULL, NULL, NULL, NULL); |
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} |
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ImGui::Shutdown(); |
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if (g_pVB) |
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g_pVB->Release(); |
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UnregisterClass(L"ImGui Example", wc.hInstance); |
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return 0; |
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}
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