// ImGui - standalone example application for DirectX 9 #include #include "../../imgui.h" // DirectX 9 #include #define DIRECTINPUT_VERSION 0x0800 #include #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup static HWND hWnd; static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices struct CUSTOMVERTEX { D3DXVECTOR3 pos; D3DCOLOR col; D3DXVECTOR2 uv; }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) // 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) static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) { 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; // Copy and convert all vertices into a single contiguous buffer CUSTOMVERTEX* vtx_dst; if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) return; 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->pos.x = vtx_src->pos.x; vtx_dst->pos.y = vtx_src->pos.y; vtx_dst->pos.z = 0.0f; vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 vtx_dst->uv.x = vtx_src->uv.x; vtx_dst->uv.y = vtx_src->uv.y; vtx_dst++; vtx_src++; } } g_pVB->Unlock(); g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) ); g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX ); // Setup render state: alpha-blending, no face culling, no depth testing g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false ); g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false ); 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 ); g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, 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 ); g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); // Setup orthographic projection matrix D3DXMATRIXA16 mat; D3DXMatrixIdentity(&mat); g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat); g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat); D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f); 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]; for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; 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->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id ); g_pd3dDevice->SetScissorRect(&r); g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3); vtx_offset += pcmd->vtx_count; } } } HRESULT InitDeviceD3D(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; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // 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 CleanupDevice() { // InitImGui if (g_pVB) g_pVB->Release(); // InitDeviceD3D if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID) tex->Release(); if (g_pd3dDevice) g_pd3dDevice->Release(); if (g_pD3D) g_pD3D->Release(); } LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { 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: io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; 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. if (wParam > 0 && wParam < 0x10000) io.AddInputCharacter((unsigned short)wParam); return true; case WM_DESTROY: CleanupDevice(); PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, msg, wParam, lParam); } void LoadFontsTexture() { // Load one or more font ImGuiIO& io = ImGui::GetIO(); //ImFont* my_font1 = io.Fonts->AddFontDefault(); //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f); //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1; //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1; //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese()); // Build unsigned char* pixels; int width, height, bytes_per_pixel; io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel); // Create texture LPDIRECT3DTEXTURE9 pTexture = NULL; if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0) { IM_ASSERT(0); return; } // Copy pixels D3DLOCKED_RECT tex_locked_rect; if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) { IM_ASSERT(0); return; } for (int y = 0; y < height; y++) memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); pTexture->UnlockRect(0); // Store our identifier io.Fonts->TexID = (void *)pTexture; } void InitImGui() { RECT rect; GetClientRect(hWnd, &rect); int display_w = (int)(rect.right - rect.left); int display_h = (int)(rect.bottom - rect.top); ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)display_w, (float)display_h); // 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 time step is variable) 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; // 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; } LoadFontsTexture(); } INT64 ticks_per_second = 0; INT64 last_time = 0; void UpdateImGui() { ImGuiIO& io = ImGui::GetIO(); // Setup time step INT64 current_time; QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); io.DeltaTime = (float)(current_time - last_time) / ticks_per_second; last_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(); } int main(int argc, char** argv) { // Register the window class WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), 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); if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second)) return 1; if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time)) return 1; // Initialize Direct3D if (InitDeviceD3D(hWnd) < 0) { CleanupDevice(); UnregisterClass(L"ImGui Example", wc.hInstance); return 1; } // Show the window ShowWindow(hWnd, SW_SHOWDEFAULT); UpdateWindow(hWnd); InitImGui(); bool show_test_window = true; bool show_another_window = false; ImVec4 clear_col = ImColor(114, 144, 154); // Enter the message loop MSG msg; ZeroMemory(&msg, sizeof(msg)); while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); continue; } UpdateImGui(); // 1. Show a simple window // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" { static float f; ImGui::Text("Hello, world!"); ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ImGui::ColorEdit3("clear color", (float*)&clear_col); if (ImGui::Button("Test Window")) show_test_window ^= 1; if (ImGui::Button("Another Window")) show_another_window ^= 1; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100)); ImGui::Text("Hello"); ImGui::End(); } // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() if (show_test_window) { ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); ImGui::ShowTestWindow(&show_test_window); } // Rendering g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false); D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_col.x*255.0f), (int)(clear_col.y*255.0f), (int)(clear_col.z*255.0f), (int)(clear_col.w*255.0f)); g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); if (g_pd3dDevice->BeginScene() >= 0) { ImGui::Render(); g_pd3dDevice->EndScene(); } g_pd3dDevice->Present(NULL, NULL, NULL, NULL); } ImGui::Shutdown(); UnregisterClass(L"ImGui Example", wc.hInstance); return 0; }