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							249 lines
						
					
					
						
							11 KiB
						
					
					
				| // Dear ImGui: standalone example application for SDL2 + DirectX 11 | |
| // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) | |
| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | |
| // Read online: https://github.com/ocornut/imgui/tree/master/docs | |
|  | |
| #include "imgui.h" | |
| #include "imgui_impl_sdl.h" | |
| #include "imgui_impl_dx11.h" | |
| #include <d3d11.h> | |
| #include <stdio.h> | |
| #include <SDL.h> | |
| #include <SDL_syswm.h> | |
|  | |
| // Data | |
| static ID3D11Device*            g_pd3dDevice = NULL; | |
| static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL; | |
| static IDXGISwapChain*          g_pSwapChain = NULL; | |
| static ID3D11RenderTargetView*  g_mainRenderTargetView = NULL; | |
| 
 | |
| // Forward declarations of helper functions | |
| bool CreateDeviceD3D(HWND hWnd); | |
| void CleanupDeviceD3D(); | |
| void CreateRenderTarget(); | |
| void CleanupRenderTarget(); | |
| 
 | |
| // Main code | |
| int main(int, char**) | |
| { | |
|     // Setup SDL | |
|     // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, | |
|     // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) | |
|     if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) | |
|     { | |
|         printf("Error: %s\n", SDL_GetError()); | |
|         return -1; | |
|     } | |
| 
 | |
|     // Setup window | |
|     SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); | |
|     SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); | |
|     SDL_SysWMinfo wmInfo; | |
|     SDL_VERSION(&wmInfo.version); | |
|     SDL_GetWindowWMInfo(window, &wmInfo); | |
|     HWND hwnd = (HWND)wmInfo.info.win.window; | |
| 
 | |
|     // Initialize Direct3D | |
|     if (!CreateDeviceD3D(hwnd)) | |
|     { | |
|         CleanupDeviceD3D(); | |
|         return 1; | |
|     } | |
| 
 | |
|     // Setup Dear ImGui context | |
|     IMGUI_CHECKVERSION(); | |
|     ImGui::CreateContext(); | |
|     ImGuiIO& io = ImGui::GetIO(); (void)io; | |
|     io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls | |
|     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls | |
|     io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking | |
|     io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows | |
|     //io.ConfigViewportsNoAutoMerge = true; | |
|     //io.ConfigViewportsNoTaskBarIcon = true; | |
|  | |
|     // Setup Dear ImGui style | |
|     ImGui::StyleColorsDark(); | |
|     //ImGui::StyleColorsClassic(); | |
|  | |
|     // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. | |
|     ImGuiStyle& style = ImGui::GetStyle(); | |
|     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
|     { | |
|         style.WindowRounding = 0.0f; | |
|         style.Colors[ImGuiCol_WindowBg].w = 1.0f; | |
|     } | |
| 
 | |
|     // Setup Platform/Renderer backends | |
|     ImGui_ImplSDL2_InitForD3D(window); | |
|     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); | |
| 
 | |
|     // 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 'docs/FONTS.md' 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 \\ ! | |
|     //io.Fonts->AddFontDefault(); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/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); | |
|  | |
|     // Our state | |
|     bool show_demo_window = true; | |
|     bool show_another_window = false; | |
|     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | |
| 
 | |
|     // Main loop | |
|     bool done = false; | |
|     while (!done) | |
|     { | |
|         // Poll and handle events (inputs, window resize, etc.) | |
|         // 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. | |
|         SDL_Event event; | |
|         while (SDL_PollEvent(&event)) | |
|         { | |
|             ImGui_ImplSDL2_ProcessEvent(&event); | |
|             if (event.type == SDL_QUIT) | |
|                 done = true; | |
|             if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) | |
|                 done = true; | |
|             if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) | |
|             { | |
|                 // Release all outstanding references to the swap chain's buffers before resizing. | |
|                 CleanupRenderTarget(); | |
|                 g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0); | |
|                 CreateRenderTarget(); | |
|             } | |
|         } | |
| 
 | |
|         // Start the Dear ImGui frame | |
|         ImGui_ImplDX11_NewFrame(); | |
|         ImGui_ImplSDL2_NewFrame(window); | |
|         ImGui::NewFrame(); | |
| 
 | |
|         // 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!). | |
|         if (show_demo_window) | |
|             ImGui::ShowDemoWindow(&show_demo_window); | |
| 
 | |
|         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. | |
|         { | |
|             static float f = 0.0f; | |
|             static int counter = 0; | |
| 
 | |
|             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it. | |
|  | |
|             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too) | |
|             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state | |
|             ImGui::Checkbox("Another Window", &show_another_window); | |
| 
 | |
|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f | |
|             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color | |
|  | |
|             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated) | |
|                 counter++; | |
|             ImGui::SameLine(); | |
|             ImGui::Text("counter = %d", counter); | |
| 
 | |
|             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | |
|             ImGui::End(); | |
|         } | |
| 
 | |
|         // 3. Show another simple window. | |
|         if (show_another_window) | |
|         { | |
|             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) | |
|             ImGui::Text("Hello from another window!"); | |
|             if (ImGui::Button("Close Me")) | |
|                 show_another_window = false; | |
|             ImGui::End(); | |
|         } | |
| 
 | |
|         // Rendering | |
|         ImGui::Render(); | |
|         const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; | |
|         g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); | |
|         g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); | |
|         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); | |
| 
 | |
|         // Update and Render additional Platform Windows | |
|         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
|         { | |
|             ImGui::UpdatePlatformWindows(); | |
|             ImGui::RenderPlatformWindowsDefault(); | |
|         } | |
| 
 | |
|         g_pSwapChain->Present(1, 0); // Present with vsync | |
|         //g_pSwapChain->Present(0, 0); // Present without vsync | |
|     } | |
| 
 | |
|     // Cleanup | |
|     ImGui_ImplDX11_Shutdown(); | |
|     ImGui_ImplSDL2_Shutdown(); | |
|     ImGui::DestroyContext(); | |
| 
 | |
|     CleanupDeviceD3D(); | |
|     SDL_DestroyWindow(window); | |
|     SDL_Quit(); | |
| 
 | |
|     return 0; | |
| } | |
| 
 | |
| // Helper functions | |
|  | |
| bool 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 false; | |
| 
 | |
|     CreateRenderTarget(); | |
|     return true; | |
| } | |
| 
 | |
| 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; } | |
| } | |
| 
 | |
| void CreateRenderTarget() | |
| { | |
|     ID3D11Texture2D* pBackBuffer; | |
|     g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); | |
|     g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); | |
|     pBackBuffer->Release(); | |
| } | |
| 
 | |
| void CleanupRenderTarget() | |
| { | |
|     if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } | |
| }
 | |
| 
 |