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							269 lines
						
					
					
						
							11 KiB
						
					
					
				| // Dear ImGui: standalone example application for DirectX 9 | |
| // 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_dx9.h" | |
| #include "imgui_impl_win32.h" | |
| #include <d3d9.h> | |
| #include <tchar.h> | |
|  | |
| // Data | |
| static LPDIRECT3D9              g_pD3D = NULL; | |
| static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL; | |
| static D3DPRESENT_PARAMETERS    g_d3dpp = {}; | |
| 
 | |
| // Forward declarations of helper functions | |
| bool CreateDeviceD3D(HWND hWnd); | |
| void CleanupDeviceD3D(); | |
| void ResetDevice(); | |
| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); | |
| 
 | |
| // Main code | |
| int main(int, char**) | |
| { | |
|     // Create application window | |
|     //ImGui_ImplWin32_EnableDpiAwareness(); | |
|     WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; | |
|     ::RegisterClassEx(&wc); | |
|     HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); | |
| 
 | |
|     // Initialize Direct3D | |
|     if (!CreateDeviceD3D(hwnd)) | |
|     { | |
|         CleanupDeviceD3D(); | |
|         ::UnregisterClass(wc.lpszClassName, wc.hInstance); | |
|         return 1; | |
|     } | |
| 
 | |
|     // Show the window | |
|     ::ShowWindow(hwnd, SW_SHOWDEFAULT); | |
|     ::UpdateWindow(hwnd); | |
| 
 | |
|     // 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_ImplWin32_Init(hwnd); | |
|     ImGui_ImplDX9_Init(g_pd3dDevice); | |
| 
 | |
|     // 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 messages (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. | |
|         MSG msg; | |
|         while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) | |
|         { | |
|             ::TranslateMessage(&msg); | |
|             ::DispatchMessage(&msg); | |
|             if (msg.message == WM_QUIT) | |
|                 done = true; | |
|         } | |
|         if (done) | |
|             break; | |
| 
 | |
|         // Start the Dear ImGui frame | |
|         ImGui_ImplDX9_NewFrame(); | |
|         ImGui_ImplWin32_NewFrame(); | |
|         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::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*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*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(); | |
|             ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); | |
|             g_pd3dDevice->EndScene(); | |
|         } | |
| 
 | |
|         // Update and Render additional Platform Windows | |
|         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
|         { | |
|             ImGui::UpdatePlatformWindows(); | |
|             ImGui::RenderPlatformWindowsDefault(); | |
|         } | |
| 
 | |
|         HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL); | |
| 
 | |
|         // Handle loss of D3D9 device | |
|         if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET) | |
|             ResetDevice(); | |
|     } | |
| 
 | |
|     ImGui_ImplDX9_Shutdown(); | |
|     ImGui_ImplWin32_Shutdown(); | |
|     ImGui::DestroyContext(); | |
| 
 | |
|     CleanupDeviceD3D(); | |
|     ::DestroyWindow(hwnd); | |
|     ::UnregisterClass(wc.lpszClassName, wc.hInstance); | |
| 
 | |
|     return 0; | |
| } | |
| 
 | |
| // Helper functions | |
|  | |
| bool CreateDeviceD3D(HWND hWnd) | |
| { | |
|     if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) | |
|         return false; | |
| 
 | |
|     // Create the D3DDevice | |
|     ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); | |
|     g_d3dpp.Windowed = TRUE; | |
|     g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; | |
|     g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition. | |
|     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 | |
|     if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) | |
|         return false; | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| void CleanupDeviceD3D() | |
| { | |
|     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } | |
|     if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; } | |
| } | |
| 
 | |
| void ResetDevice() | |
| { | |
|     ImGui_ImplDX9_InvalidateDeviceObjects(); | |
|     HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp); | |
|     if (hr == D3DERR_INVALIDCALL) | |
|         IM_ASSERT(0); | |
|     ImGui_ImplDX9_CreateDeviceObjects(); | |
| } | |
| 
 | |
| #ifndef WM_DPICHANGED | |
| #define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers | |
| #endif | |
|  | |
| // Forward declare message handler from imgui_impl_win32.cpp | |
| extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); | |
| 
 | |
| // Win32 message handler | |
| 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) | |
|         { | |
|             g_d3dpp.BackBufferWidth = LOWORD(lParam); | |
|             g_d3dpp.BackBufferHeight = HIWORD(lParam); | |
|             ResetDevice(); | |
|         } | |
|         return 0; | |
|     case WM_SYSCOMMAND: | |
|         if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu | |
|             return 0; | |
|         break; | |
|     case WM_DESTROY: | |
|         ::PostQuitMessage(0); | |
|         return 0; | |
|     case WM_DPICHANGED: | |
|         if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) | |
|         { | |
|             //const int dpi = HIWORD(wParam); | |
|             //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f); | |
|             const RECT* suggested_rect = (RECT*)lParam; | |
|             ::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE); | |
|         } | |
|         break; | |
|     } | |
|     return ::DefWindowProc(hWnd, msg, wParam, lParam); | |
| }
 | |
| 
 |