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// Dear ImGui: standalone example application for DirectX 10
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// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
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#include "imgui.h"
#include "imgui_impl_win32.h"
#include "imgui_impl_dx10.h"
#include <d3d10_1.h>
#include <d3d10.h>
#include <tchar.h>
// Data
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static ID3D10Device * g_pd3dDevice = nullptr ;
static IDXGISwapChain * g_pSwapChain = nullptr ;
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static bool g_SwapChainOccluded = false ;
static UINT g_ResizeWidth = 0 , g_ResizeHeight = 0 ;
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static ID3D10RenderTargetView * g_mainRenderTargetView = nullptr ;
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// 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
//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEXW wc = { sizeof ( wc ), CS_CLASSDC , WndProc , 0L , 0L , GetModuleHandle ( nullptr ), nullptr , nullptr , nullptr , nullptr , L "ImGui Example" , nullptr };
:: RegisterClassExW ( & wc );
HWND hwnd = :: CreateWindowW ( wc . lpszClassName , L "Dear ImGui DirectX10 Example" , WS_OVERLAPPEDWINDOW , 100 , 100 , 1280 , 800 , nullptr , nullptr , wc . hInstance , nullptr );
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// Initialize Direct3D
if ( ! CreateDeviceD3D ( hwnd ))
{
CleanupDeviceD3D ();
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:: UnregisterClassW ( wc . lpszClassName , wc . hInstance );
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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 ;
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io . ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
io . ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad ; // Enable Gamepad Controls
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io . ConfigFlags |= ImGuiConfigFlags_DockingEnable ; // Enable Docking
io . ConfigFlags |= ImGuiConfigFlags_ViewportsEnable ; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
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// Setup Dear ImGui style
ImGui :: StyleColorsDark ();
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//ImGui::StyleColorsLight();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle & style = ImGui :: GetStyle ();
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
style . WindowRounding = 0.0f ;
style . Colors [ ImGuiCol_WindowBg ]. w = 1.0f ;
}
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// Setup Platform/Renderer backends
ImGui_ImplWin32_Init ( hwnd );
ImGui_ImplDX10_Init ( g_pd3dDevice );
// 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.
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - 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.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - 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();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
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// 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
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bool done = false ;
while ( ! done )
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{
// Poll and handle messages (inputs, window resize, etc.)
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// See the WndProc() function below for our to dispatch events to the Win32 backend.
MSG msg ;
while ( :: PeekMessage ( & msg , nullptr , 0U , 0U , PM_REMOVE ))
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{
:: TranslateMessage ( & msg );
:: DispatchMessage ( & msg );
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if ( msg . message == WM_QUIT )
done = true ;
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}
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if ( done )
break ;
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// Handle window being minimized or screen locked
if ( g_SwapChainOccluded && g_pSwapChain -> Present ( 0 , DXGI_PRESENT_TEST ) == DXGI_STATUS_OCCLUDED )
{
:: Sleep ( 10 );
continue ;
}
g_SwapChainOccluded = false ;
// Handle window resize (we don't resize directly in the WM_SIZE handler)
if ( g_ResizeWidth != 0 && g_ResizeHeight != 0 )
{
CleanupRenderTarget ();
g_pSwapChain -> ResizeBuffers ( 0 , g_ResizeWidth , g_ResizeHeight , DXGI_FORMAT_UNKNOWN , 0 );
g_ResizeWidth = g_ResizeHeight = 0 ;
CreateRenderTarget ();
}
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// Start the Dear ImGui frame
ImGui_ImplDX10_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 );
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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 );
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ImGui :: Text ( "Application average %.3f ms/frame (%.1f FPS)" , 1000.0f / io . Framerate , io . Framerate );
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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 ();
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const float clear_color_with_alpha [ 4 ] = { clear_color . x * clear_color . w , clear_color . y * clear_color . w , clear_color . z * clear_color . w , clear_color . w };
g_pd3dDevice -> OMSetRenderTargets ( 1 , & g_mainRenderTargetView , nullptr );
g_pd3dDevice -> ClearRenderTargetView ( g_mainRenderTargetView , clear_color_with_alpha );
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ImGui_ImplDX10_RenderDrawData ( ImGui :: GetDrawData ());
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// Update and Render additional Platform Windows
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
ImGui :: UpdatePlatformWindows ();
ImGui :: RenderPlatformWindowsDefault ();
}
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// Present
HRESULT hr = g_pSwapChain -> Present ( 1 , 0 ); // Present with vsync
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
g_SwapChainOccluded = ( hr == DXGI_STATUS_OCCLUDED );
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}
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// Cleanup
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ImGui_ImplDX10_Shutdown ();
ImGui_ImplWin32_Shutdown ();
ImGui :: DestroyContext ();
CleanupDeviceD3D ();
:: DestroyWindow ( hwnd );
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:: UnregisterClassW ( wc . lpszClassName , wc . hInstance );
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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 |= D3D10_CREATE_DEVICE_DEBUG;
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HRESULT res = D3D10CreateDeviceAndSwapChain ( nullptr , D3D10_DRIVER_TYPE_HARDWARE , nullptr , createDeviceFlags , D3D10_SDK_VERSION , & sd , & g_pSwapChain , & g_pd3dDevice );
if ( res == DXGI_ERROR_UNSUPPORTED ) // Try high-performance WARP software driver if hardware is not available.
res = D3D10CreateDeviceAndSwapChain ( nullptr , D3D10_DRIVER_TYPE_WARP , nullptr , createDeviceFlags , D3D10_SDK_VERSION , & sd , & g_pSwapChain , & g_pd3dDevice );
if ( res != S_OK )
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return false ;
CreateRenderTarget ();
return true ;
}
void CleanupDeviceD3D ()
{
CleanupRenderTarget ();
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if ( g_pSwapChain ) { g_pSwapChain -> Release (); g_pSwapChain = nullptr ; }
if ( g_pd3dDevice ) { g_pd3dDevice -> Release (); g_pd3dDevice = nullptr ; }
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}
void CreateRenderTarget ()
{
ID3D10Texture2D * pBackBuffer ;
g_pSwapChain -> GetBuffer ( 0 , IID_PPV_ARGS ( & pBackBuffer ));
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g_pd3dDevice -> CreateRenderTargetView ( pBackBuffer , nullptr , & g_mainRenderTargetView );
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pBackBuffer -> Release ();
}
void CleanupRenderTarget ()
{
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if ( g_mainRenderTargetView ) { g_mainRenderTargetView -> Release (); g_mainRenderTargetView = nullptr ; }
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}
// 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
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// 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, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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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 :
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if ( wParam == SIZE_MINIMIZED )
return 0 ;
g_ResizeWidth = ( UINT ) LOWORD ( lParam ); // Queue resize
g_ResizeHeight = ( UINT ) HIWORD ( lParam );
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return 0 ;
case WM_SYSCOMMAND :
if (( wParam & 0xfff0 ) == SC_KEYMENU ) // Disable ALT application menu
return 0 ;
break ;
case WM_DESTROY :
:: PostQuitMessage ( 0 );
return 0 ;
}
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return :: DefWindowProcW ( hWnd , msg , wParam , lParam );
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}