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271 lines
11 KiB
271 lines
11 KiB
// Dear ImGui: standalone example application for DirectX 10 |
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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_win32.h" |
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#include "imgui_impl_dx10.h" |
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#include <d3d10_1.h> |
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#include <d3d10.h> |
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#include <tchar.h> |
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// Data |
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static ID3D10Device* g_pd3dDevice = nullptr; |
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static IDXGISwapChain* g_pSwapChain = nullptr; |
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static bool g_SwapChainOccluded = false; |
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static UINT g_ResizeWidth = 0, g_ResizeHeight = 0; |
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static ID3D10RenderTargetView* 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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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
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// Main code |
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int main(int, char**) |
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{ |
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// Create application window |
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//ImGui_ImplWin32_EnableDpiAwareness(); |
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WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; |
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::RegisterClassExW(&wc); |
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HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX10 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); |
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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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::UnregisterClassW(wc.lpszClassName, 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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// 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_ImplWin32_Init(hwnd); |
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ImGui_ImplDX10_Init(g_pd3dDevice); |
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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 messages (inputs, window resize, etc.) |
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// See the WndProc() function below for our to dispatch events to the Win32 backend. |
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MSG msg; |
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while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) |
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{ |
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::TranslateMessage(&msg); |
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::DispatchMessage(&msg); |
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if (msg.message == WM_QUIT) |
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done = true; |
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} |
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if (done) |
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break; |
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// Handle window being minimized or screen locked |
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if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) |
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{ |
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::Sleep(10); |
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continue; |
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} |
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g_SwapChainOccluded = false; |
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// Handle window resize (we don't resize directly in the WM_SIZE handler) |
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if (g_ResizeWidth != 0 && g_ResizeHeight != 0) |
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{ |
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CleanupRenderTarget(); |
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g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0); |
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g_ResizeWidth = g_ResizeHeight = 0; |
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CreateRenderTarget(); |
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} |
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// Start the Dear ImGui frame |
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ImGui_ImplDX10_NewFrame(); |
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ImGui_ImplWin32_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_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr); |
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g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); |
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ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); |
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// Present |
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HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync |
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//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync |
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g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED); |
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} |
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// Cleanup |
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ImGui_ImplDX10_Shutdown(); |
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ImGui_ImplWin32_Shutdown(); |
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ImGui::DestroyContext(); |
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CleanupDeviceD3D(); |
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::DestroyWindow(hwnd); |
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::UnregisterClassW(wc.lpszClassName, wc.hInstance); |
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return 0; |
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} |
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// Helper functions |
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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 |= D3D10_CREATE_DEVICE_DEBUG; |
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HRESULT res = D3D10CreateDeviceAndSwapChain(nullptr, D3D10_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice); |
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if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available. |
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res = D3D10CreateDeviceAndSwapChain(nullptr, D3D10_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice); |
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if (res != 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_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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ID3D10Texture2D* 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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// Forward declare message handler from imgui_impl_win32.cpp |
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
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// Win32 message handler |
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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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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
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{ |
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) |
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return true; |
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switch (msg) |
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{ |
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case WM_SIZE: |
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if (wParam == SIZE_MINIMIZED) |
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return 0; |
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g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize |
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g_ResizeHeight = (UINT)HIWORD(lParam); |
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return 0; |
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case WM_SYSCOMMAND: |
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if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu |
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return 0; |
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break; |
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case WM_DESTROY: |
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::PostQuitMessage(0); |
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return 0; |
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} |
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return ::DefWindowProcW(hWnd, msg, wParam, lParam); |
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}
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