#include #include #include #define DIRECTINPUT_VERSION 0x0800 #include #include "../../imgui.h" #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 static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture struct CUSTOMVERTEX { D3DXVECTOR3 position; D3DCOLOR color; float tu, tv; }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) 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; ImVector clip_rect_stack; clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999)); // Setup orthographic projection // Set up world matrix D3DXMATRIXA16 mat; D3DXMatrixIdentity(&mat); g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat); g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat); D3DXMatrixOrthoOffCenterLH(&mat, 0.0f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 0.0f, -1.0f, +1.0f); g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat); D3DSURFACE_DESC texture_desc; g_pTexture->GetLevelDesc(0, &texture_desc); // Fill the vertex buffer CUSTOMVERTEX* vtx_dst; if (g_pVB->Lock(0, 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]; if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty()) continue; 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++; } } g_pVB->Unlock(); g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) ); g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX ); // Setup render state: alpha-blending enabled, 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 ); // 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 ); int vtx_consumed = 0; // offset in vertex buffer. each command consume ImDrawCmd::vtx_count of those bool clip_rect_dirty = true; for (int n = 0; n < cmd_lists_count; n++) { const ImDrawList* cmd_list = cmd_lists[n]; if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty()) continue; const ImDrawCmd* pcmd = &cmd_list->commands.front(); const ImDrawCmd* pcmd_end = &cmd_list->commands.back(); int clip_rect_buf_consumed = 0; // offset in cmd_list->clip_rect_buffer. each PushClipRect command consume 1 of those. while (pcmd <= pcmd_end) { const ImDrawCmd& cmd = *pcmd++; switch (cmd.cmd_type) { case ImDrawCmdType_DrawTriangleList: if (clip_rect_dirty) { const ImVec4& clip_rect = clip_rect_stack.back(); const RECT r = { (LONG)clip_rect.x, (LONG)clip_rect.y, (LONG)clip_rect.z, (LONG)clip_rect.w }; g_pd3dDevice->SetScissorRect(&r); clip_rect_dirty = false; } g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_consumed, cmd.vtx_count/3); vtx_consumed += cmd.vtx_count; break; case ImDrawCmdType_PushClipRect: clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_consumed++]); clip_rect_dirty = true; break; case ImDrawCmdType_PopClipRect: clip_rect_stack.pop_back(); clip_rect_dirty = true; break; } } } } // Get text data in Win32 clipboard static const char* ImImpl_GetClipboardTextFn() { static char* buf_local = NULL; if (buf_local) { free(buf_local); buf_local = NULL; } if (!OpenClipboard(NULL)) return NULL; HANDLE buf_handle = GetClipboardData(CF_TEXT); if (buf_handle == NULL) return NULL; if (char* buf_global = (char*)GlobalLock(buf_handle)) buf_local = strdup(buf_global); GlobalUnlock(buf_handle); CloseClipboard(); return buf_local; } // Set text data in Win32 clipboard static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end) { if (!OpenClipboard(NULL)) return; if (!text_end) text_end = text + strlen(text); const int buf_length = (text_end - text) + 1; HGLOBAL buf_handle = GlobalAlloc(GMEM_MOVEABLE, buf_length * sizeof(char)); if (buf_handle == NULL) return; char* buf_global = (char *)GlobalLock(buf_handle); memcpy(buf_global, text, text_end - text); buf_global[text_end - text] = 0; GlobalUnlock(buf_handle); EmptyClipboard(); SetClipboardData(CF_TEXT, buf_handle); CloseClipboard(); } 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; 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; // Create the vertex buffer. if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) return E_FAIL; // 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) 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) { 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 : -1; return true; case WM_MOUSEMOVE: 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 > 1 && wParam < 256) io.AddInputCharacter((char)wParam); return true; case WM_DESTROY: { Cleanup(); PostQuitMessage(0); return 0; } } return DefWindowProc(hWnd, msg, wParam, lParam); } void InitImGui() { RECT rect; GetClientRect(hWnd, &rect); ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); io.DeltaTime = 1.0f/60.0f; io.KeyMap[ImGuiKey_Tab] = VK_TAB; 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; io.SetClipboardTextFn = ImImpl_SetClipboardTextFn; io.GetClipboardTextFn = ImImpl_GetClipboardTextFn; } 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); INT64 ticks_per_second, time; if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second)) return 1; if (!QueryPerformanceCounter((LARGE_INTEGER *)&time)) return 1; // Initialize Direct3D if (InitD3D(hWnd) >= 0) { // Show the window ShowWindow(hWnd, SW_SHOWDEFAULT); UpdateWindow(hWnd); InitImGui(); // 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; } // 1) ImGui start frame, setup time delta & inputs ImGuiIO& io = ImGui::GetIO(); INT64 current_time; QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); io.DeltaTime = (float)(current_time - time) / ticks_per_second; time = current_time; 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 ImGui::NewFrame(); // 2) ImGui usage static bool show_test_window = true; static bool show_another_window = false; 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] = io.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); if (show_test_window) { // More example code in ShowTestWindow() 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); } if (show_another_window) { ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100)); ImGui::Text("Hello"); ImGui::End(); } // 3) Render 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); // Clear the backbuffer and the zbuffer 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(); UnregisterClass(L"ImGui Example", wc.hInstance); return 0; }