diff --git a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj
new file mode 100644
index 00000000..ce1c5749
--- /dev/null
+++ b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj
@@ -0,0 +1,171 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Debug
+ x64
+
+
+ Release
+ Win32
+
+
+ Release
+ x64
+
+
+
+ {9E1987E3-1F19-45CA-B9C9-D31E791836D8}
+ example_win32_directx11
+ 8.1
+ example_sdl_directx11
+
+
+
+ Application
+ true
+ Unicode
+ v140
+
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+ true
+ Unicode
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+ false
+ true
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+ true
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+ v140
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+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
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+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
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+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
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+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+
+ Level4
+ Disabled
+ ..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include
+
+
+ true
+ SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x86
+ Console
+
+
+
+
+ Level4
+ Disabled
+ ..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include
+
+
+ true
+ SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x64
+ Console
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include
+ false
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+ true
+ true
+ true
+ SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x86
+ Console
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include
+ false
+
+
+ true
+ true
+ true
+ SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x64
+ Console
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diff --git a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj.filters b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj.filters
new file mode 100644
index 00000000..b2345067
--- /dev/null
+++ b/examples/example_sdl_directx11/example_sdl_directx11.vcxproj.filters
@@ -0,0 +1,57 @@
+
+
+
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+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
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+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
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+ imgui
+
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+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
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+ imgui
+
+
+ imgui
+
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+ sources
+
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+ imgui
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+ sources
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+ sources
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\ No newline at end of file
diff --git a/examples/example_sdl_directx11/main.cpp b/examples/example_sdl_directx11/main.cpp
new file mode 100644
index 00000000..bf470d78
--- /dev/null
+++ b/examples/example_sdl_directx11/main.cpp
@@ -0,0 +1,220 @@
+// dear imgui: standalone example application for SDL2 + OpenGL
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+#include "imgui.h"
+#include "imgui_impl_sdl.h"
+#include "imgui_impl_dx11.h"
+#include
+#include
+#include
+#include
+
+// Data
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void CreateRenderTarget();
+void CleanupRenderTarget();
+
+int main(int, char**)
+{
+ // Setup SDL
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+ {
+ printf("Error: %s\n", SDL_GetError());
+ return -1;
+ }
+
+ // Create window with graphics context
+ SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+
+ SDL_SysWMinfo wmInfo;
+ SDL_VERSION(&wmInfo.version);
+ SDL_GetWindowWMInfo(window, &wmInfo);
+
+ HWND hwnd = (HWND)wmInfo.info.win.window;
+
+ // Initialize Direct3D
+ if (!CreateDeviceD3D(hwnd))
+ {
+ CleanupDeviceD3D();
+ return 1;
+ }
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+ //io.ConfigViewportsNoAutoMerge = true;
+ //io.ConfigViewportsNoTaskBarIcon = true;
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Setup Platform/Renderer bindings
+ ImGui_ImplSDL2_InitForD3D(window);
+ ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
+
+ // Load Fonts
+ // - 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.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //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);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // 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.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL2_ProcessEvent(&event);
+ if (event.type == SDL_QUIT)
+ done = true;
+ if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX11_NewFrame();
+ ImGui_ImplSDL2_NewFrame(window);
+ ImGui::NewFrame();
+
+ // 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!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ 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
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ 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)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
+ ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+
+ g_pSwapChain->Present(1, 0); // Present with vsync
+ //g_pSwapChain->Present(0, 0); // Present without vsync
+ }
+
+ // Cleanup
+ ImGui_ImplDX11_Shutdown();
+ ImGui_ImplSDL2_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceD3D();
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
+
+// Helper functions
+bool CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ 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;
+
+ UINT createDeviceFlags = 0;
+ //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+ D3D_FEATURE_LEVEL featureLevel;
+ 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)
+ return false;
+
+ CreateRenderTarget();
+ return true;
+}
+
+void CleanupDeviceD3D()
+{
+ 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; }
+}
+
+void CreateRenderTarget()
+{
+ ID3D11Texture2D* pBackBuffer;
+ g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
+ pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+ if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
+}
diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp
index 1922068e..0cf937a4 100644
--- a/examples/imgui_impl_sdl.cpp
+++ b/examples/imgui_impl_sdl.cpp
@@ -190,6 +190,14 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
return ImGui_ImplSDL2_Init(window);
}
+bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
+{
+#if !defined(_WIN32)
+ IM_ASSERT(0 && "Unsupported");
+#endif
+ return ImGui_ImplSDL2_Init(window);
+}
+
void ImGui_ImplSDL2_Shutdown()
{
g_Window = NULL;
diff --git a/examples/imgui_impl_sdl.h b/examples/imgui_impl_sdl.h
index 39cc98e5..376e622c 100644
--- a/examples/imgui_impl_sdl.h
+++ b/examples/imgui_impl_sdl.h
@@ -21,6 +21,7 @@ typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);