194 lines
8.6 KiB
C++
194 lines
8.6 KiB
C++
// 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 <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, LoadCursor(NULL, IDC_ARROW), 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 ImGui binding
|
|
ImGui::CreateContext();
|
|
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
|
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
|
|
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
|
|
|
|
// 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)
|
|
{
|
|
// 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;
|
|
}
|
|
ImGui_ImplDX9_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();
|
|
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::DestroyContext();
|
|
|
|
if (g_pd3dDevice) g_pd3dDevice->Release();
|
|
if (pD3D) pD3D->Release();
|
|
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
|
|
|
return 0;
|
|
}
|