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250 lines
11 KiB
250 lines
11 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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// Learn about Dear ImGui: |
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// - FAQ https://dearimgui.com/faq |
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// - Getting Started https://dearimgui.com/getting-started |
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
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// - Introduction, links and more at the top of imgui.cpp |
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#include "imgui.h" |
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#include "imgui_impl_sdl2.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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// Data |
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static ID3D11Device* g_pd3dDevice = nullptr; |
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static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr; |
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static IDXGISwapChain* g_pSwapChain = nullptr; |
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static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr; |
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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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// 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 the 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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// From 2.0.18: Enable native IME. |
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#ifdef SDL_HINT_IME_SHOW_UI |
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); |
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#endif |
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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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if (window == nullptr) |
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{ |
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printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); |
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return -1; |
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} |
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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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// 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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// 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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// Setup Dear ImGui style |
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ImGui::StyleColorsDark(); |
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//ImGui::StyleColorsLight(); |
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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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// 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 a nullptr. 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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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. |
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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("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); |
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
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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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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); |
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//IM_ASSERT(font != nullptr); |
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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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// 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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if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) |
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{ |
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SDL_Delay(10); |
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continue; |
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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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// 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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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create 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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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. |
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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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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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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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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); |
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ImGui::End(); |
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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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// 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, nullptr); |
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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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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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// 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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CleanupDeviceD3D(); |
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SDL_DestroyWindow(window); |
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SDL_Quit(); |
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return 0; |
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} |
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// Helper functions to use DirectX11 |
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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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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(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 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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CreateRenderTarget(); |
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return true; |
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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 = nullptr; } |
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if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; } |
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } |
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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, nullptr, &g_mainRenderTargetView); |
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pBackBuffer->Release(); |
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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 = nullptr; } |
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}
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