// ImGui - standalone example application for DirectX 9 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. #include "imgui.h" #include "imgui_impl_dx9.h" #include "imgui_impl_win32.h" #include <d3d9.h> #define DIRECTINPUT_VERSION 0x0800 #include <dinput.h> #include <tchar.h> // Data static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; static D3DPRESENT_PARAMETERS g_d3dpp; extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) return true; switch (msg) { case WM_SIZE: if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) { ImGui_ImplDX9_InvalidateDeviceObjects(); g_d3dpp.BackBufferWidth = LOWORD(lParam); g_d3dpp.BackBufferHeight = HIWORD(lParam); HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp); if (hr == D3DERR_INVALIDCALL) IM_ASSERT(0); ImGui_ImplDX9_CreateDeviceObjects(); } return 0; case WM_SYSCOMMAND: if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu return 0; break; case WM_DESTROY: PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, msg, wParam, lParam); } int main(int, char**) { // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; RegisterClassEx(&wc); HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D LPDIRECT3D9 pD3D; if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) { UnregisterClass(_T("ImGui Example"), wc.hInstance); return 0; } ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); g_d3dpp.Windowed = TRUE; g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; g_d3dpp.EnableAutoDepthStencil = TRUE; g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate // Create the D3DDevice if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) { pD3D->Release(); UnregisterClass(_T("ImGui Example"), wc.hInstance); return 0; } // Setup Dear ImGui binding IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX9_Init(g_pd3dDevice); // Setup style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); // 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 MSG msg; ZeroMemory(&msg, sizeof(msg)); ShowWindow(hwnd, SW_SHOWDEFAULT); UpdateWindow(hwnd); while (msg.message != WM_QUIT) { // Poll and handle messages (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. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); continue; } // Start the ImGui frame ImGui_ImplDX9_NewFrame(); ImGui_ImplWin32_NewFrame(); ImGui::NewFrame(); // 1. Show a simple window. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; 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); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); if (ImGui::Button("Close Me")) show_another_window = false; ImGui::End(); } // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! if (show_demo_window) { 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! ImGui::ShowDemoWindow(&show_demo_window); } // Rendering ImGui::EndFrame(); 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_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.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(); ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); g_pd3dDevice->EndScene(); } HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL); // Handle loss of D3D9 device if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET) { ImGui_ImplDX9_InvalidateDeviceObjects(); g_pd3dDevice->Reset(&g_d3dpp); ImGui_ImplDX9_CreateDeviceObjects(); } } ImGui_ImplDX9_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); if (g_pd3dDevice) g_pd3dDevice->Release(); if (pD3D) pD3D->Release(); DestroyWindow(hwnd); UnregisterClass(_T("ImGui Example"), wc.hInstance); return 0; }