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// ImGui - standalone example application for DirectX 11
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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# include "imgui.h"
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# include "imgui_impl_dx11.h"
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# include <d3d11.h>
# define DIRECTINPUT_VERSION 0x0800
# include <dinput.h>
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# include <tchar.h>
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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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void CreateRenderTarget ( )
{
DXGI_SWAP_CHAIN_DESC sd ;
g_pSwapChain - > GetDesc ( & sd ) ;
// Create the render target
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ID3D11Texture2D * pBackBuffer ;
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D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc ;
ZeroMemory ( & render_target_view_desc , sizeof ( render_target_view_desc ) ) ;
render_target_view_desc . Format = sd . BufferDesc . Format ;
render_target_view_desc . ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D ;
g_pSwapChain - > GetBuffer ( 0 , __uuidof ( ID3D11Texture2D ) , ( LPVOID * ) & pBackBuffer ) ;
g_pd3dDevice - > CreateRenderTargetView ( pBackBuffer , & render_target_view_desc , & g_mainRenderTargetView ) ;
pBackBuffer - > Release ( ) ;
}
void CleanupRenderTarget ( )
{
if ( g_mainRenderTargetView ) { g_mainRenderTargetView - > Release ( ) ; g_mainRenderTargetView = NULL ; }
}
HRESULT 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 ) ) ;
sd . BufferCount = 2 ;
sd . BufferDesc . Width = 0 ;
sd . BufferDesc . Height = 0 ;
sd . BufferDesc . Format = DXGI_FORMAT_R8G8B8A8_UNORM ;
sd . BufferDesc . RefreshRate . Numerator = 60 ;
sd . BufferDesc . RefreshRate . Denominator = 1 ;
sd . Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH ;
sd . BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT ;
sd . OutputWindow = hWnd ;
sd . SampleDesc . Count = 1 ;
sd . SampleDesc . Quality = 0 ;
sd . Windowed = TRUE ;
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 , } ;
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 E_FAIL ;
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CreateRenderTarget ( ) ;
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return S_OK ;
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}
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void CleanupDeviceD3D ( )
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{
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CleanupRenderTarget ( ) ;
if ( g_pSwapChain ) { g_pSwapChain - > Release ( ) ; g_pSwapChain = NULL ; }
if ( g_pd3dDeviceContext ) { g_pd3dDeviceContext - > Release ( ) ; g_pd3dDeviceContext = NULL ; }
if ( g_pd3dDevice ) { g_pd3dDevice - > Release ( ) ; g_pd3dDevice = NULL ; }
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}
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extern LRESULT ImGui_ImplWin32_WndProcHandler ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
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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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case WM_SIZE :
if ( g_pd3dDevice ! = NULL & & wParam ! = SIZE_MINIMIZED )
{
ImGui_ImplDX11_InvalidateDeviceObjects ( ) ;
CleanupRenderTarget ( ) ;
g_pSwapChain - > ResizeBuffers ( 0 , ( UINT ) LOWORD ( lParam ) , ( UINT ) HIWORD ( lParam ) , DXGI_FORMAT_UNKNOWN , 0 ) ;
CreateRenderTarget ( ) ;
ImGui_ImplDX11_CreateDeviceObjects ( ) ;
}
return 0 ;
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case WM_SYSCOMMAND :
if ( ( wParam & 0xfff0 ) = = SC_KEYMENU ) // Disable ALT application menu
return 0 ;
break ;
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case WM_DESTROY :
PostQuitMessage ( 0 ) ;
return 0 ;
}
return DefWindowProc ( hWnd , msg , wParam , lParam ) ;
}
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int main ( int , char * * )
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{
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// Create application window
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WNDCLASSEX wc = { sizeof ( WNDCLASSEX ) , CS_CLASSDC , WndProc , 0L , 0L , GetModuleHandle ( NULL ) , NULL , LoadCursor ( NULL , IDC_ARROW ) , NULL , NULL , _T ( " ImGui Example " ) , NULL } ;
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RegisterClassEx ( & wc ) ;
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HWND hwnd = CreateWindow ( _T ( " ImGui Example " ) , _T ( " ImGui DirectX11 Example " ) , WS_OVERLAPPEDWINDOW , 100 , 100 , 1280 , 800 , NULL , NULL , wc . hInstance , NULL ) ;
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// Initialize Direct3D
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if ( CreateDeviceD3D ( hwnd ) < 0 )
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{
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CleanupDeviceD3D ( ) ;
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UnregisterClass ( _T ( " ImGui Example " ) , wc . hInstance ) ;
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return 1 ;
}
// Show the window
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ShowWindow ( hwnd , SW_SHOWDEFAULT ) ;
UpdateWindow ( hwnd ) ;
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// Setup ImGui binding
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ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
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ImGui_ImplDX11_Init ( hwnd , g_pd3dDevice , g_pd3dDeviceContext ) ;
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//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
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// Setup style
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ImGui : : StyleColorsDark ( ) ;
//ImGui::StyleColorsClassic();
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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.
// - 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.
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// - Read 'misc/fonts/README.txt' 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);
//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);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
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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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MSG msg ;
ZeroMemory ( & msg , sizeof ( msg ) ) ;
while ( msg . message ! = WM_QUIT )
{
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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// 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.
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if ( PeekMessage ( & msg , NULL , 0U , 0U , PM_REMOVE ) )
{
TranslateMessage ( & msg ) ;
DispatchMessage ( & msg ) ;
continue ;
}
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ImGui_ImplDX11_NewFrame ( ) ;
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Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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{
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static float f = 0.0f ;
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static int counter = 0 ;
ImGui : : Text ( " Hello, world! " ) ; // Display some text (you can use a format string too)
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
ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our windows open/close state
ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
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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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}
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// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
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if ( show_another_window )
{
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ImGui : : Begin ( " Another Window " , & show_another_window ) ;
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ImGui : : Text ( " Hello from another window! " ) ;
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if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
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ImGui : : End ( ) ;
}
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
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if ( show_demo_window )
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{
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ImGui : : SetNextWindowPos ( ImVec2 ( 650 , 20 ) , ImGuiCond_FirstUseEver ) ; // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui : : ShowDemoWindow ( & show_demo_window ) ;
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}
// Rendering
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g_pd3dDeviceContext - > OMSetRenderTargets ( 1 , & g_mainRenderTargetView , NULL ) ;
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g_pd3dDeviceContext - > ClearRenderTargetView ( g_mainRenderTargetView , ( float * ) & clear_color ) ;
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ImGui : : Render ( ) ;
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g_pSwapChain - > Present ( 1 , 0 ) ; // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
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}
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ImGui_ImplDX11_Shutdown ( ) ;
CleanupDeviceD3D ( ) ;
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UnregisterClass ( _T ( " ImGui Example " ) , wc . hInstance ) ;
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return 0 ;
}