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# include <windows.h>
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# include <imm.h>
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# include <mmsystem.h>
# include <d3dx9.h>
# define DIRECTINPUT_VERSION 0x0800
# include <dinput.h>
# include "../../imgui.h"
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# pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
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static HWND hWnd ;
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static LPDIRECT3D9 g_pD3D = NULL ; // Used to create the D3DDevice
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static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL ; // Our rendering device
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static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL ; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL ; // Our texture
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struct CUSTOMVERTEX
{
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D3DXVECTOR3 position ;
D3DCOLOR color ;
float tu , tv ;
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} ;
# define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
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static void ImImpl_RenderDrawLists ( ImDrawList * * const cmd_lists , int cmd_lists_count )
{
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size_t total_vtx_count = 0 ;
for ( int n = 0 ; n < cmd_lists_count ; n + + )
total_vtx_count + = cmd_lists [ n ] - > vtx_buffer . size ( ) ;
if ( total_vtx_count = = 0 )
return ;
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// Copy and convert all vertices into a single contiguous buffer
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CUSTOMVERTEX * vtx_dst ;
if ( g_pVB - > Lock ( 0 , total_vtx_count , ( void * * ) & vtx_dst , D3DLOCK_DISCARD ) < 0 )
return ;
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for ( int n = 0 ; n < cmd_lists_count ; n + + )
{
const ImDrawList * cmd_list = cmd_lists [ n ] ;
const ImDrawVert * vtx_src = & cmd_list - > vtx_buffer [ 0 ] ;
for ( size_t i = 0 ; i < cmd_list - > vtx_buffer . size ( ) ; i + + )
{
vtx_dst - > position . x = vtx_src - > pos . x ;
vtx_dst - > position . y = vtx_src - > pos . y ;
vtx_dst - > position . z = 0.0f ;
vtx_dst - > color = ( vtx_src - > col & 0xFF00FF00 ) | ( ( vtx_src - > col & 0xFF0000 ) > > 16 ) | ( ( vtx_src - > col & 0xFF ) < < 16 ) ; // RGBA --> ARGB for DirectX9
vtx_dst - > tu = vtx_src - > uv . x ;
vtx_dst - > tv = vtx_src - > uv . y ;
vtx_dst + + ;
vtx_src + + ;
}
}
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g_pVB - > Unlock ( ) ;
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g_pd3dDevice - > SetStreamSource ( 0 , g_pVB , 0 , sizeof ( CUSTOMVERTEX ) ) ;
g_pd3dDevice - > SetFVF ( D3DFVF_CUSTOMVERTEX ) ;
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// Setup render state: alpha-blending, no face culling, no depth testing
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g_pd3dDevice - > SetRenderState ( D3DRS_CULLMODE , D3DCULL_NONE ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_LIGHTING , false ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_ZENABLE , false ) ;
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g_pd3dDevice - > SetRenderState ( D3DRS_ALPHABLENDENABLE , true ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_BLENDOP , D3DBLENDOP_ADD ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_ALPHATESTENABLE , false ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_SRCBLEND , D3DBLEND_SRCALPHA ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_DESTBLEND , D3DBLEND_INVSRCALPHA ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_SCISSORTESTENABLE , true ) ;
// Setup texture
g_pd3dDevice - > SetTexture ( 0 , g_pTexture ) ;
g_pd3dDevice - > SetTextureStageState ( 0 , D3DTSS_COLOROP , D3DTOP_MODULATE ) ;
g_pd3dDevice - > SetTextureStageState ( 0 , D3DTSS_COLORARG1 , D3DTA_TEXTURE ) ;
g_pd3dDevice - > SetTextureStageState ( 0 , D3DTSS_COLORARG2 , D3DTA_DIFFUSE ) ;
g_pd3dDevice - > SetTextureStageState ( 0 , D3DTSS_ALPHAOP , D3DTOP_MODULATE ) ;
g_pd3dDevice - > SetTextureStageState ( 0 , D3DTSS_ALPHAARG1 , D3DTA_TEXTURE ) ;
g_pd3dDevice - > SetTextureStageState ( 0 , D3DTSS_ALPHAARG2 , D3DTA_DIFFUSE ) ;
// Setup orthographic projection matrix
D3DXMATRIXA16 mat ;
D3DXMatrixIdentity ( & mat ) ;
g_pd3dDevice - > SetTransform ( D3DTS_WORLD , & mat ) ;
g_pd3dDevice - > SetTransform ( D3DTS_VIEW , & mat ) ;
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D3DXMatrixOrthoOffCenterLH ( & mat , 0.5f , ImGui : : GetIO ( ) . DisplaySize . x + 0.5f , ImGui : : GetIO ( ) . DisplaySize . y + 0.5f , 0.5f , - 1.0f , + 1.0f ) ;
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g_pd3dDevice - > SetTransform ( D3DTS_PROJECTION , & mat ) ;
// Render command lists
int vtx_offset = 0 ;
for ( int n = 0 ; n < cmd_lists_count ; n + + )
{
// Render command list
const ImDrawList * cmd_list = cmd_lists [ n ] ;
const ImDrawCmd * pcmd_end = cmd_list - > commands . end ( ) ;
for ( const ImDrawCmd * pcmd = cmd_list - > commands . begin ( ) ; pcmd ! = pcmd_end ; pcmd + + )
{
const RECT r = { ( LONG ) pcmd - > clip_rect . x , ( LONG ) pcmd - > clip_rect . y , ( LONG ) pcmd - > clip_rect . z , ( LONG ) pcmd - > clip_rect . w } ;
g_pd3dDevice - > SetScissorRect ( & r ) ;
g_pd3dDevice - > DrawPrimitive ( D3DPT_TRIANGLELIST , vtx_offset , pcmd - > vtx_count / 3 ) ;
vtx_offset + = pcmd - > vtx_count ;
}
}
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}
HRESULT InitD3D ( HWND hWnd )
{
if ( NULL = = ( g_pD3D = Direct3DCreate9 ( D3D_SDK_VERSION ) ) )
return E_FAIL ;
D3DPRESENT_PARAMETERS d3dpp ;
ZeroMemory ( & d3dpp , sizeof ( d3dpp ) ) ;
d3dpp . Windowed = TRUE ;
d3dpp . SwapEffect = D3DSWAPEFFECT_DISCARD ;
d3dpp . BackBufferFormat = D3DFMT_UNKNOWN ;
d3dpp . EnableAutoDepthStencil = TRUE ;
d3dpp . AutoDepthStencilFormat = D3DFMT_D16 ;
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d3dpp . PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE ;
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// Create the D3DDevice
if ( g_pD3D - > CreateDevice ( D3DADAPTER_DEFAULT , D3DDEVTYPE_HAL , hWnd , D3DCREATE_HARDWARE_VERTEXPROCESSING , & d3dpp , & g_pd3dDevice ) < 0 )
return E_FAIL ;
return S_OK ;
}
void Cleanup ( )
{
if ( g_pTexture ! = NULL )
g_pTexture - > Release ( ) ;
if ( g_pd3dDevice ! = NULL )
g_pd3dDevice - > Release ( ) ;
if ( g_pD3D ! = NULL )
g_pD3D - > Release ( ) ;
}
LRESULT WINAPI MsgProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam )
{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
switch ( msg )
{
case WM_LBUTTONDOWN :
io . MouseDown [ 0 ] = true ;
return true ;
case WM_LBUTTONUP :
io . MouseDown [ 0 ] = false ;
return true ;
case WM_RBUTTONDOWN :
io . MouseDown [ 1 ] = true ;
return true ;
case WM_RBUTTONUP :
io . MouseDown [ 1 ] = false ;
return true ;
case WM_MOUSEWHEEL :
// Mouse wheel: -1,0,+1
io . MouseWheel = GET_WHEEL_DELTA_WPARAM ( wParam ) > 0 ? + 1 : - 1 ;
return true ;
case WM_MOUSEMOVE :
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io . MousePos . x = ( signed short ) ( lParam ) ;
io . MousePos . y = ( signed short ) ( lParam > > 16 ) ;
return true ;
case WM_CHAR :
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if ( wParam > 0 & & wParam < 0x10000 )
io . AddInputCharacter ( ( unsigned short ) wParam ) ;
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return true ;
case WM_DESTROY :
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Cleanup ( ) ;
PostQuitMessage ( 0 ) ;
return 0 ;
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}
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return DefWindowProc ( hWnd , msg , wParam , lParam ) ;
}
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// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
static void ImImpl_ImeSetInputScreenPosFn ( int x , int y )
{
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if ( HIMC himc = ImmGetContext ( hWnd ) )
{
COMPOSITIONFORM cf ;
cf . ptCurrentPos . x = x ;
cf . ptCurrentPos . y = y ;
cf . dwStyle = CFS_FORCE_POSITION ;
ImmSetCompositionWindow ( himc , & cf ) ;
}
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}
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void InitImGui ( )
{
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RECT rect ;
GetClientRect ( hWnd , & rect ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . DisplaySize = ImVec2 ( ( float ) ( rect . right - rect . left ) , ( float ) ( rect . bottom - rect . top ) ) ; // Display size, in pixels. For clamping windows positions.
io . DeltaTime = 1.0f / 60.0f ; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
io . PixelCenterOffset = 0.0f ; // Align Direct3D Texels
io . KeyMap [ ImGuiKey_Tab ] = VK_TAB ; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io . KeyMap [ ImGuiKey_LeftArrow ] = VK_LEFT ;
io . KeyMap [ ImGuiKey_RightArrow ] = VK_RIGHT ;
io . KeyMap [ ImGuiKey_UpArrow ] = VK_UP ;
io . KeyMap [ ImGuiKey_DownArrow ] = VK_UP ;
io . KeyMap [ ImGuiKey_Home ] = VK_HOME ;
io . KeyMap [ ImGuiKey_End ] = VK_END ;
io . KeyMap [ ImGuiKey_Delete ] = VK_DELETE ;
io . KeyMap [ ImGuiKey_Backspace ] = VK_BACK ;
io . KeyMap [ ImGuiKey_Enter ] = VK_RETURN ;
io . KeyMap [ ImGuiKey_Escape ] = VK_ESCAPE ;
io . KeyMap [ ImGuiKey_A ] = ' A ' ;
io . KeyMap [ ImGuiKey_C ] = ' C ' ;
io . KeyMap [ ImGuiKey_V ] = ' V ' ;
io . KeyMap [ ImGuiKey_X ] = ' X ' ;
io . KeyMap [ ImGuiKey_Y ] = ' Y ' ;
io . KeyMap [ ImGuiKey_Z ] = ' Z ' ;
io . RenderDrawListsFn = ImImpl_RenderDrawLists ;
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io . ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn ;
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// Create the vertex buffer
if ( g_pd3dDevice - > CreateVertexBuffer ( 10000 * sizeof ( CUSTOMVERTEX ) , D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY , D3DFVF_CUSTOMVERTEX , D3DPOOL_DEFAULT , & g_pVB , NULL ) < 0 )
{
IM_ASSERT ( 0 ) ;
return ;
}
// Load font texture
const void * png_data ;
unsigned int png_size ;
ImGui : : GetDefaultFontData ( NULL , NULL , & png_data , & png_size ) ;
if ( D3DXCreateTextureFromFileInMemory ( g_pd3dDevice , png_data , png_size , & g_pTexture ) < 0 )
{
IM_ASSERT ( 0 ) ;
return ;
}
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}
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INT64 ticks_per_second = 0 ;
INT64 time = 0 ;
void UpdateImGui ( )
{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
// Setup timestep
INT64 current_time ;
QueryPerformanceCounter ( ( LARGE_INTEGER * ) & current_time ) ;
io . DeltaTime = ( float ) ( current_time - time ) / ticks_per_second ;
time = current_time ;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
BYTE keystate [ 256 ] ;
GetKeyboardState ( keystate ) ;
for ( int i = 0 ; i < 256 ; i + + )
io . KeysDown [ i ] = ( keystate [ i ] & 0x80 ) ! = 0 ;
io . KeyCtrl = ( keystate [ VK_CONTROL ] & 0x80 ) ! = 0 ;
io . KeyShift = ( keystate [ VK_SHIFT ] & 0x80 ) ! = 0 ;
// io.MousePos : filled by WM_MOUSEMOVE event
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Start the frame
ImGui : : NewFrame ( ) ;
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}
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int WINAPI wWinMain ( HINSTANCE hInst , HINSTANCE , LPWSTR , int )
{
// Register the window class
WNDCLASSEX wc = { sizeof ( WNDCLASSEX ) , CS_CLASSDC , MsgProc , 0L , 0L , GetModuleHandle ( NULL ) , NULL , NULL , NULL , NULL , L " ImGui Example " , NULL } ;
RegisterClassEx ( & wc ) ;
// Create the application's window
hWnd = CreateWindow ( L " ImGui Example " , L " ImGui DirectX9 Example " , WS_OVERLAPPEDWINDOW , 100 , 100 , 1280 , 800 , NULL , NULL , wc . hInstance , NULL ) ;
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if ( ! QueryPerformanceFrequency ( ( LARGE_INTEGER * ) & ticks_per_second ) )
return 1 ;
if ( ! QueryPerformanceCounter ( ( LARGE_INTEGER * ) & time ) )
return 1 ;
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// Initialize Direct3D
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if ( InitD3D ( hWnd ) < 0 )
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{
if ( g_pVB )
g_pVB - > Release ( ) ;
UnregisterClass ( L " ImGui Example " , wc . hInstance ) ;
return 1 ;
}
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// Show the window
ShowWindow ( hWnd , SW_SHOWDEFAULT ) ;
UpdateWindow ( hWnd ) ;
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InitImGui ( ) ;
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// Enter the message loop
MSG msg ;
ZeroMemory ( & msg , sizeof ( msg ) ) ;
while ( msg . message ! = WM_QUIT )
{
if ( PeekMessage ( & msg , NULL , 0U , 0U , PM_REMOVE ) )
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{
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TranslateMessage ( & msg ) ;
DispatchMessage ( & msg ) ;
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continue ;
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}
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UpdateImGui ( ) ;
static bool show_test_window = true ;
static bool show_another_window = false ;
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// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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{
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static float f ;
ImGui : : Text ( " Hello, world! " ) ;
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ;
show_test_window ^ = ImGui : : Button ( " Test Window " ) ;
show_another_window ^ = ImGui : : Button ( " Another Window " ) ;
// Calculate and show framerate
static float ms_per_frame [ 120 ] = { 0 } ;
static int ms_per_frame_idx = 0 ;
static float ms_per_frame_accum = 0.0f ;
ms_per_frame_accum - = ms_per_frame [ ms_per_frame_idx ] ;
ms_per_frame [ ms_per_frame_idx ] = ImGui : : GetIO ( ) . DeltaTime * 1000.0f ;
ms_per_frame_accum + = ms_per_frame [ ms_per_frame_idx ] ;
ms_per_frame_idx = ( ms_per_frame_idx + 1 ) % 120 ;
const float ms_per_frame_avg = ms_per_frame_accum / 120 ;
ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , ms_per_frame_avg , 1000.0f / ms_per_frame_avg ) ;
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}
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// 2. Show another simple window, this time using an explicit Begin/End pair
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if ( show_another_window )
{
ImGui : : Begin ( " Another Window " , & show_another_window , ImVec2 ( 200 , 100 ) ) ;
ImGui : : Text ( " Hello " ) ;
ImGui : : End ( ) ;
}
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if ( show_test_window )
{
ImGui : : SetNewWindowDefaultPos ( ImVec2 ( 650 , 20 ) ) ; // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui : : ShowTestWindow ( & show_test_window ) ;
}
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// Rendering
g_pd3dDevice - > SetRenderState ( D3DRS_ZENABLE , false ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_ALPHABLENDENABLE , false ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_SCISSORTESTENABLE , false ) ;
g_pd3dDevice - > Clear ( 0 , NULL , D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER , D3DCOLOR_XRGB ( 204 , 153 , 153 ) , 1.0f , 0 ) ;
if ( g_pd3dDevice - > BeginScene ( ) > = 0 )
{
ImGui : : Render ( ) ;
g_pd3dDevice - > EndScene ( ) ;
}
g_pd3dDevice - > Present ( NULL , NULL , NULL , NULL ) ;
}
ImGui : : Shutdown ( ) ;
if ( g_pVB )
g_pVB - > Release ( ) ;
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UnregisterClass ( L " ImGui Example " , wc . hInstance ) ;
return 0 ;
}