1 // dear imgui: standalone example application for DirectX 10
2 // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
3 
4 #include "imgui.h"
5 #include "imgui_impl_win32.h"
6 #include "imgui_impl_dx10.h"
7 #include <d3d10_1.h>
8 #include <d3d10.h>
9 #define DIRECTINPUT_VERSION 0x0800
10 #include <dinput.h>
11 #include <tchar.h>
12 
13 // Data
14 static ID3D10Device*            g_pd3dDevice = NULL;
15 static IDXGISwapChain*          g_pSwapChain = NULL;
16 static ID3D10RenderTargetView*  g_mainRenderTargetView = NULL;
17 
CreateRenderTarget()18 void CreateRenderTarget()
19 {
20     ID3D10Texture2D* pBackBuffer;
21     g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
22     g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
23     pBackBuffer->Release();
24 }
25 
CleanupRenderTarget()26 void CleanupRenderTarget()
27 {
28     if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
29 }
30 
CreateDeviceD3D(HWND hWnd)31 HRESULT CreateDeviceD3D(HWND hWnd)
32 {
33     // Setup swap chain
34     DXGI_SWAP_CHAIN_DESC sd;
35     ZeroMemory(&sd, sizeof(sd));
36     sd.BufferCount = 2;
37     sd.BufferDesc.Width = 0;
38     sd.BufferDesc.Height = 0;
39     sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
40     sd.BufferDesc.RefreshRate.Numerator = 60;
41     sd.BufferDesc.RefreshRate.Denominator = 1;
42     sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
43     sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
44     sd.OutputWindow = hWnd;
45     sd.SampleDesc.Count = 1;
46     sd.SampleDesc.Quality = 0;
47     sd.Windowed = TRUE;
48     sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
49 
50     UINT createDeviceFlags = 0;
51     //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
52     if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
53         return E_FAIL;
54 
55     CreateRenderTarget();
56 
57     return S_OK;
58 }
59 
CleanupDeviceD3D()60 void CleanupDeviceD3D()
61 {
62     CleanupRenderTarget();
63     if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
64     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
65 }
66 
67 extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
WndProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)68 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
69 {
70     if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
71         return true;
72 
73     switch (msg)
74     {
75     case WM_SIZE:
76         if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
77         {
78             CleanupRenderTarget();
79             g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
80             CreateRenderTarget();
81         }
82         return 0;
83     case WM_SYSCOMMAND:
84         if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
85             return 0;
86         break;
87     case WM_DESTROY:
88         PostQuitMessage(0);
89         return 0;
90     }
91     return DefWindowProc(hWnd, msg, wParam, lParam);
92 }
93 
main(int,char **)94 int main(int, char**)
95 {
96     // Create application window
97     WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
98     RegisterClassEx(&wc);
99     HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
100 
101     // Initialize Direct3D
102     if (CreateDeviceD3D(hwnd) < 0)
103     {
104         CleanupDeviceD3D();
105         UnregisterClass(_T("ImGui Example"), wc.hInstance);
106         return 1;
107     }
108 
109     // Show the window
110     ShowWindow(hwnd, SW_SHOWDEFAULT);
111     UpdateWindow(hwnd);
112 
113     // Setup Dear ImGui binding
114     IMGUI_CHECKVERSION();
115     ImGui::CreateContext();
116     ImGuiIO& io = ImGui::GetIO(); (void)io;
117     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
118 
119     ImGui_ImplWin32_Init(hwnd);
120     ImGui_ImplDX10_Init(g_pd3dDevice);
121 
122     // Setup style
123     ImGui::StyleColorsDark();
124     //ImGui::StyleColorsClassic();
125 
126     // Load Fonts
127     // - 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.
128     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
129     // - 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).
130     // - 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.
131     // - Read 'misc/fonts/README.txt' for more instructions and details.
132     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
133     //io.Fonts->AddFontDefault();
134     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
135     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
136     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
137     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
138     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
139     //IM_ASSERT(font != NULL);
140 
141     bool show_demo_window = true;
142     bool show_another_window = false;
143     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
144 
145     // Main loop
146     MSG msg;
147     ZeroMemory(&msg, sizeof(msg));
148     while (msg.message != WM_QUIT)
149     {
150         // Poll and handle messages (inputs, window resize, etc.)
151         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
152         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
153         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
154         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
155         if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
156         {
157             TranslateMessage(&msg);
158             DispatchMessage(&msg);
159             continue;
160         }
161 
162         // Start the Dear ImGui frame
163         ImGui_ImplDX10_NewFrame();
164         ImGui_ImplWin32_NewFrame();
165         ImGui::NewFrame();
166 
167         // 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!).
168         if (show_demo_window)
169             ImGui::ShowDemoWindow(&show_demo_window);
170 
171         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
172         {
173             static float f = 0.0f;
174             static int counter = 0;
175 
176             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
177 
178             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
179             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
180             ImGui::Checkbox("Another Window", &show_another_window);
181 
182             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
183             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
184 
185             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
186                 counter++;
187             ImGui::SameLine();
188             ImGui::Text("counter = %d", counter);
189 
190             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
191             ImGui::End();
192         }
193 
194         // 3. Show another simple window.
195         if (show_another_window)
196         {
197             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)
198             ImGui::Text("Hello from another window!");
199             if (ImGui::Button("Close Me"))
200                 show_another_window = false;
201             ImGui::End();
202         }
203 
204         // Rendering
205         ImGui::Render();
206         g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
207         g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
208         ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
209 
210         g_pSwapChain->Present(1, 0); // Present with vsync
211         //g_pSwapChain->Present(0, 0); // Present without vsync
212     }
213 
214     ImGui_ImplDX10_Shutdown();
215     ImGui_ImplWin32_Shutdown();
216     ImGui::DestroyContext();
217 
218     CleanupDeviceD3D();
219     DestroyWindow(hwnd);
220     UnregisterClass(_T("ImGui Example"), wc.hInstance);
221 
222     return 0;
223 }
224