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							230 lines
						
					
					
						
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							230 lines
						
					
					
						
							10 KiB
						
					
					
				// Dear ImGui: standalone example application for SDL2 + DirectX 11 | 
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) | 
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | 
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// Read online: https://github.com/ocornut/imgui/tree/master/docs | 
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 | 
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#include "imgui.h" | 
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#include "imgui_impl_sdl.h" | 
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#include "imgui_impl_dx11.h" | 
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#include <d3d11.h> | 
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#include <stdio.h> | 
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#include <SDL.h> | 
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#include <SDL_syswm.h> | 
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 | 
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// Data | 
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static ID3D11Device*            g_pd3dDevice = NULL; | 
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static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL; | 
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static IDXGISwapChain*          g_pSwapChain = NULL; | 
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static ID3D11RenderTargetView*  g_mainRenderTargetView = NULL; | 
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 | 
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// Forward declarations of helper functions | 
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bool CreateDeviceD3D(HWND hWnd); | 
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void CleanupDeviceD3D(); | 
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void CreateRenderTarget(); | 
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void CleanupRenderTarget(); | 
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 | 
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// Main code | 
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int main(int, char**) | 
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{ | 
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    // Setup SDL | 
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    // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, | 
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    // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) | 
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    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) | 
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    { | 
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        printf("Error: %s\n", SDL_GetError()); | 
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        return -1; | 
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    } | 
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 | 
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    // Setup window | 
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    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); | 
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    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); | 
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    SDL_SysWMinfo wmInfo; | 
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    SDL_VERSION(&wmInfo.version); | 
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    SDL_GetWindowWMInfo(window, &wmInfo); | 
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    HWND hwnd = (HWND)wmInfo.info.win.window; | 
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 | 
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    // Initialize Direct3D | 
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    if (!CreateDeviceD3D(hwnd)) | 
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    { | 
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        CleanupDeviceD3D(); | 
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        return 1; | 
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    } | 
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 | 
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    // Setup Dear ImGui context | 
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    IMGUI_CHECKVERSION(); | 
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    ImGui::CreateContext(); | 
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    ImGuiIO& io = ImGui::GetIO(); (void)io; | 
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    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls | 
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    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls | 
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 | 
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    // Setup Dear ImGui style | 
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    ImGui::StyleColorsDark(); | 
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    //ImGui::StyleColorsClassic(); | 
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 | 
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    // Setup Platform/Renderer backends | 
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    ImGui_ImplSDL2_InitForD3D(window); | 
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    ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); | 
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 | 
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    // Load Fonts | 
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    // - 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. | 
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    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. | 
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    // - 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). | 
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    // - 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. | 
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    // - Read 'docs/FONTS.md' for more instructions and details. | 
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    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! | 
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    //io.Fonts->AddFontDefault(); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); | 
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); | 
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    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | 
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    //IM_ASSERT(font != NULL); | 
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 | 
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    // Our state | 
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    bool show_demo_window = true; | 
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    bool show_another_window = false; | 
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    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | 
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 | 
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    // Main loop | 
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    bool done = false; | 
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    while (!done) | 
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    { | 
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        // Poll and handle events (inputs, window resize, etc.) | 
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        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. | 
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        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. | 
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        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. | 
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        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | 
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        SDL_Event event; | 
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        while (SDL_PollEvent(&event)) | 
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        { | 
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            ImGui_ImplSDL2_ProcessEvent(&event); | 
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            if (event.type == SDL_QUIT) | 
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                done = true; | 
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            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) | 
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                done = true; | 
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            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) | 
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            { | 
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                // Release all outstanding references to the swap chain's buffers before resizing. | 
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                CleanupRenderTarget(); | 
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                g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0); | 
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                CreateRenderTarget(); | 
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            } | 
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        } | 
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 | 
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        // Start the Dear ImGui frame | 
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        ImGui_ImplDX11_NewFrame(); | 
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        ImGui_ImplSDL2_NewFrame(); | 
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        ImGui::NewFrame(); | 
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 | 
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        // 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!). | 
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        if (show_demo_window) | 
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            ImGui::ShowDemoWindow(&show_demo_window); | 
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 | 
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        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. | 
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        { | 
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            static float f = 0.0f; | 
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            static int counter = 0; | 
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 | 
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            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it. | 
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 | 
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            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too) | 
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            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state | 
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            ImGui::Checkbox("Another Window", &show_another_window); | 
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 | 
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            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f | 
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            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color | 
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 | 
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            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated) | 
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                counter++; | 
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            ImGui::SameLine(); | 
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            ImGui::Text("counter = %d", counter); | 
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 | 
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            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | 
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            ImGui::End(); | 
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        } | 
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 | 
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        // 3. 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);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) | 
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            ImGui::Text("Hello from another window!"); | 
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            if (ImGui::Button("Close Me")) | 
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                show_another_window = false; | 
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            ImGui::End(); | 
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        } | 
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 | 
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        // Rendering | 
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        ImGui::Render(); | 
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        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 }; | 
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        g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); | 
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        g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); | 
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        ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); | 
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 | 
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        g_pSwapChain->Present(1, 0); // Present with vsync | 
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        //g_pSwapChain->Present(0, 0); // Present without vsync | 
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    } | 
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 | 
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    // Cleanup | 
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    ImGui_ImplDX11_Shutdown(); | 
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    ImGui_ImplSDL2_Shutdown(); | 
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    ImGui::DestroyContext(); | 
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 | 
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    CleanupDeviceD3D(); | 
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    SDL_DestroyWindow(window); | 
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    SDL_Quit(); | 
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 | 
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    return 0; | 
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} | 
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 | 
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// Helper functions | 
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 | 
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bool CreateDeviceD3D(HWND hWnd) | 
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{ | 
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    // Setup swap chain | 
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    DXGI_SWAP_CHAIN_DESC sd; | 
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    ZeroMemory(&sd, sizeof(sd)); | 
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    sd.BufferCount = 2; | 
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    sd.BufferDesc.Width = 0; | 
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    sd.BufferDesc.Height = 0; | 
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    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | 
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    sd.BufferDesc.RefreshRate.Numerator = 60; | 
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    sd.BufferDesc.RefreshRate.Denominator = 1; | 
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    sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; | 
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    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; | 
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    sd.OutputWindow = hWnd; | 
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    sd.SampleDesc.Count = 1; | 
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    sd.SampleDesc.Quality = 0; | 
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    sd.Windowed = TRUE; | 
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    sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; | 
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 | 
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    UINT createDeviceFlags = 0; | 
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    //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; | 
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    D3D_FEATURE_LEVEL featureLevel; | 
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    const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; | 
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    if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK) | 
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        return false; | 
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 | 
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    CreateRenderTarget(); | 
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    return true; | 
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} | 
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 | 
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void CleanupDeviceD3D() | 
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{ | 
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    CleanupRenderTarget(); | 
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    if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } | 
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    if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } | 
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    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } | 
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} | 
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 | 
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void CreateRenderTarget() | 
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{ | 
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    ID3D11Texture2D* pBackBuffer; | 
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    g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); | 
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    g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); | 
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    pBackBuffer->Release(); | 
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} | 
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 | 
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void CleanupRenderTarget() | 
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{ | 
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    if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } | 
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}
 | 
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 |