1 // dear imgui: standalone example application for DirectX 9
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_dx9.h"
6 #include "imgui_impl_win32.h"
7 #include <d3d9.h>
8 #define DIRECTINPUT_VERSION 0x0800
9 #include <dinput.h>
10 #include <tchar.h>
11
12 // Data
13 static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
14 static D3DPRESENT_PARAMETERS g_d3dpp;
15
16 extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
WndProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)17 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
18 {
19 if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
20 return true;
21
22 switch (msg)
23 {
24 case WM_SIZE:
25 if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
26 {
27 ImGui_ImplDX9_InvalidateDeviceObjects();
28 g_d3dpp.BackBufferWidth = LOWORD(lParam);
29 g_d3dpp.BackBufferHeight = HIWORD(lParam);
30 HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
31 if (hr == D3DERR_INVALIDCALL)
32 IM_ASSERT(0);
33 ImGui_ImplDX9_CreateDeviceObjects();
34 }
35 return 0;
36 case WM_SYSCOMMAND:
37 if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
38 return 0;
39 break;
40 case WM_DESTROY:
41 PostQuitMessage(0);
42 return 0;
43 }
44 return DefWindowProc(hWnd, msg, wParam, lParam);
45 }
46
main(int,char **)47 int main(int, char**)
48 {
49 // Create application window
50 WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
51 RegisterClassEx(&wc);
52 HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
53
54 // Initialize Direct3D
55 LPDIRECT3D9 pD3D;
56 if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
57 {
58 UnregisterClass(_T("ImGui Example"), wc.hInstance);
59 return 0;
60 }
61 ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
62 g_d3dpp.Windowed = TRUE;
63 g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
64 g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
65 g_d3dpp.EnableAutoDepthStencil = TRUE;
66 g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
67 g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
68 //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
69
70 // Create the D3DDevice
71 if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
72 {
73 pD3D->Release();
74 UnregisterClass(_T("ImGui Example"), wc.hInstance);
75 return 0;
76 }
77
78 // Setup Dear ImGui binding
79 IMGUI_CHECKVERSION();
80 ImGui::CreateContext();
81 ImGuiIO& io = ImGui::GetIO(); (void)io;
82 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
83 ImGui_ImplWin32_Init(hwnd);
84 ImGui_ImplDX9_Init(g_pd3dDevice);
85
86 // Setup style
87 ImGui::StyleColorsDark();
88 //ImGui::StyleColorsClassic();
89
90 // Load Fonts
91 // - 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.
92 // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
93 // - 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).
94 // - 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.
95 // - Read 'misc/fonts/README.txt' for more instructions and details.
96 // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
97 //io.Fonts->AddFontDefault();
98 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
99 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
100 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
101 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
102 //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
103 //IM_ASSERT(font != NULL);
104
105 bool show_demo_window = true;
106 bool show_another_window = false;
107 ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
108
109 // Main loop
110 MSG msg;
111 ZeroMemory(&msg, sizeof(msg));
112 ShowWindow(hwnd, SW_SHOWDEFAULT);
113 UpdateWindow(hwnd);
114 while (msg.message != WM_QUIT)
115 {
116 // Poll and handle messages (inputs, window resize, etc.)
117 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
118 // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
119 // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
120 // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
121 if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
122 {
123 TranslateMessage(&msg);
124 DispatchMessage(&msg);
125 continue;
126 }
127
128 // Start the Dear ImGui frame
129 ImGui_ImplDX9_NewFrame();
130 ImGui_ImplWin32_NewFrame();
131 ImGui::NewFrame();
132
133 // 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!).
134 if (show_demo_window)
135 ImGui::ShowDemoWindow(&show_demo_window);
136
137 // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
138 {
139 static float f = 0.0f;
140 static int counter = 0;
141
142 ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
143
144 ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
145 ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
146 ImGui::Checkbox("Another Window", &show_another_window);
147
148 ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
149 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
150
151 if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
152 counter++;
153 ImGui::SameLine();
154 ImGui::Text("counter = %d", counter);
155
156 ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
157 ImGui::End();
158 }
159
160 // 3. Show another simple window.
161 if (show_another_window)
162 {
163 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)
164 ImGui::Text("Hello from another window!");
165 if (ImGui::Button("Close Me"))
166 show_another_window = false;
167 ImGui::End();
168 }
169
170 // Rendering
171 ImGui::EndFrame();
172 g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
173 g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
174 g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
175 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));
176 g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
177 if (g_pd3dDevice->BeginScene() >= 0)
178 {
179 ImGui::Render();
180 ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
181 g_pd3dDevice->EndScene();
182 }
183 HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
184
185 // Handle loss of D3D9 device
186 if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
187 {
188 ImGui_ImplDX9_InvalidateDeviceObjects();
189 g_pd3dDevice->Reset(&g_d3dpp);
190 ImGui_ImplDX9_CreateDeviceObjects();
191 }
192 }
193
194 ImGui_ImplDX9_Shutdown();
195 ImGui_ImplWin32_Shutdown();
196 ImGui::DestroyContext();
197
198 if (g_pd3dDevice) g_pd3dDevice->Release();
199 if (pD3D) pD3D->Release();
200 DestroyWindow(hwnd);
201 UnregisterClass(_T("ImGui Example"), wc.hInstance);
202
203 return 0;
204 }
205