mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 11:57:00 +00:00
243 lines
9.7 KiB
C++
243 lines
9.7 KiB
C++
// dear imgui - standalone example application for DirectX 11
|
|
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
|
|
|
#include "imgui.h"
|
|
#include "imgui_impl_win32.h"
|
|
#include "imgui_impl_dx11.h"
|
|
#include <d3d11.h>
|
|
#define DIRECTINPUT_VERSION 0x0800
|
|
#include <dinput.h>
|
|
#include <tchar.h>
|
|
|
|
// 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();
|
|
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
|
|
|
// Main code
|
|
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(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
|
|
|
// Initialize Direct3D
|
|
if (!CreateDeviceD3D(hwnd))
|
|
{
|
|
CleanupDeviceD3D();
|
|
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
|
return 1;
|
|
}
|
|
|
|
// Show the window
|
|
::ShowWindow(hwnd, SW_SHOWDEFAULT);
|
|
::UpdateWindow(hwnd);
|
|
|
|
// 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
|
|
|
|
// Setup Dear ImGui style
|
|
ImGui::StyleColorsDark();
|
|
//ImGui::StyleColorsClassic();
|
|
|
|
// Setup Platform/Renderer bindings
|
|
ImGui_ImplWin32_Init(hwnd);
|
|
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 'docs/FONTS.md' 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);
|
|
|
|
// Our state
|
|
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));
|
|
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 Dear ImGui frame
|
|
ImGui_ImplDX11_NewFrame();
|
|
ImGui_ImplWin32_NewFrame();
|
|
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_ImplWin32_Shutdown();
|
|
ImGui::DestroyContext();
|
|
|
|
CleanupDeviceD3D();
|
|
::DestroyWindow(hwnd);
|
|
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
|
|
|
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; }
|
|
}
|
|
|
|
// Forward declare message handler from imgui_impl_win32.cpp
|
|
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
|
|
|
// Win32 message handler
|
|
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)
|
|
{
|
|
CleanupRenderTarget();
|
|
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
|
CreateRenderTarget();
|
|
}
|
|
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);
|
|
}
|