1 // Dear ImGui: standalone example application for DirectX 9
2 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
3 // Read online: https://github.com/ocornut/imgui/tree/master/docs
4
5 #include "imgui.h"
6 #include "imgui_impl_dx9.h"
7 #include "imgui_impl_win32.h"
8 #include <d3d9.h>
9 #include <tchar.h>
10
11 // Data
12 static LPDIRECT3D9 g_pD3D = NULL;
13 static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
14 static D3DPRESENT_PARAMETERS g_d3dpp = {};
15
16 // Forward declarations of helper functions
17 bool CreateDeviceD3D(HWND hWnd);
18 void CleanupDeviceD3D();
19 void ResetDevice();
20 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
21
22 // Main code
main(int,char **)23 int main(int, char**)
24 {
25 // Create application window
26 //ImGui_ImplWin32_EnableDpiAwareness();
27 WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
28 ::RegisterClassEx(&wc);
29 HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
30
31 // Initialize Direct3D
32 if (!CreateDeviceD3D(hwnd))
33 {
34 CleanupDeviceD3D();
35 ::UnregisterClass(wc.lpszClassName, wc.hInstance);
36 return 1;
37 }
38
39 // Show the window
40 ::ShowWindow(hwnd, SW_SHOWDEFAULT);
41 ::UpdateWindow(hwnd);
42
43 // Setup Dear ImGui context
44 IMGUI_CHECKVERSION();
45 ImGui::CreateContext();
46 ImGuiIO& io = ImGui::GetIO(); (void)io;
47 io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
48 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
49 io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
50 io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
51 //io.ConfigViewportsNoAutoMerge = true;
52 //io.ConfigViewportsNoTaskBarIcon = true;
53
54 // Setup Dear ImGui style
55 ImGui::StyleColorsDark();
56 //ImGui::StyleColorsClassic();
57
58 // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
59 ImGuiStyle& style = ImGui::GetStyle();
60 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
61 {
62 style.WindowRounding = 0.0f;
63 style.Colors[ImGuiCol_WindowBg].w = 1.0f;
64 }
65
66 // Setup Platform/Renderer backends
67 ImGui_ImplWin32_Init(hwnd);
68 ImGui_ImplDX9_Init(g_pd3dDevice);
69
70 // Load Fonts
71 // - 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.
72 // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
73 // - 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).
74 // - 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.
75 // - Read 'docs/FONTS.md' for more instructions and details.
76 // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
77 //io.Fonts->AddFontDefault();
78 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
79 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
80 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
81 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
82 //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
83 //IM_ASSERT(font != NULL);
84
85 // Our state
86 bool show_demo_window = true;
87 bool show_another_window = false;
88 ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
89
90 // Main loop
91 bool done = false;
92 while (!done)
93 {
94 // Poll and handle messages (inputs, window resize, etc.)
95 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
96 // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
97 // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
98 // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
99 MSG msg;
100 while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
101 {
102 ::TranslateMessage(&msg);
103 ::DispatchMessage(&msg);
104 if (msg.message == WM_QUIT)
105 done = true;
106 }
107 if (done)
108 break;
109
110 // Start the Dear ImGui frame
111 ImGui_ImplDX9_NewFrame();
112 ImGui_ImplWin32_NewFrame();
113 ImGui::NewFrame();
114
115 // 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!).
116 if (show_demo_window)
117 ImGui::ShowDemoWindow(&show_demo_window);
118
119 // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
120 {
121 static float f = 0.0f;
122 static int counter = 0;
123
124 ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
125
126 ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
127 ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
128 ImGui::Checkbox("Another Window", &show_another_window);
129
130 ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
131 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
132
133 if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
134 counter++;
135 ImGui::SameLine();
136 ImGui::Text("counter = %d", counter);
137
138 ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
139 ImGui::End();
140 }
141
142 // 3. Show another simple window.
143 if (show_another_window)
144 {
145 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)
146 ImGui::Text("Hello from another window!");
147 if (ImGui::Button("Close Me"))
148 show_another_window = false;
149 ImGui::End();
150 }
151
152 // Rendering
153 ImGui::EndFrame();
154 g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
155 g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
156 g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
157 D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*255.0f), (int)(clear_color.w*255.0f));
158 g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
159 if (g_pd3dDevice->BeginScene() >= 0)
160 {
161 ImGui::Render();
162 ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
163 g_pd3dDevice->EndScene();
164 }
165
166 // Update and Render additional Platform Windows
167 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
168 {
169 ImGui::UpdatePlatformWindows();
170 ImGui::RenderPlatformWindowsDefault();
171 }
172
173 HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
174
175 // Handle loss of D3D9 device
176 if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
177 ResetDevice();
178 }
179
180 ImGui_ImplDX9_Shutdown();
181 ImGui_ImplWin32_Shutdown();
182 ImGui::DestroyContext();
183
184 CleanupDeviceD3D();
185 ::DestroyWindow(hwnd);
186 ::UnregisterClass(wc.lpszClassName, wc.hInstance);
187
188 return 0;
189 }
190
191 // Helper functions
192
CreateDeviceD3D(HWND hWnd)193 bool CreateDeviceD3D(HWND hWnd)
194 {
195 if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
196 return false;
197
198 // Create the D3DDevice
199 ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
200 g_d3dpp.Windowed = TRUE;
201 g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
202 g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
203 g_d3dpp.EnableAutoDepthStencil = TRUE;
204 g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
205 g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
206 //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
207 if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
208 return false;
209
210 return true;
211 }
212
CleanupDeviceD3D()213 void CleanupDeviceD3D()
214 {
215 if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
216 if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
217 }
218
ResetDevice()219 void ResetDevice()
220 {
221 ImGui_ImplDX9_InvalidateDeviceObjects();
222 HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
223 if (hr == D3DERR_INVALIDCALL)
224 IM_ASSERT(0);
225 ImGui_ImplDX9_CreateDeviceObjects();
226 }
227
228 #ifndef WM_DPICHANGED
229 #define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
230 #endif
231
232 // Forward declare message handler from imgui_impl_win32.cpp
233 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
234
235 // Win32 message handler
WndProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)236 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
237 {
238 if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
239 return true;
240
241 switch (msg)
242 {
243 case WM_SIZE:
244 if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
245 {
246 g_d3dpp.BackBufferWidth = LOWORD(lParam);
247 g_d3dpp.BackBufferHeight = HIWORD(lParam);
248 ResetDevice();
249 }
250 return 0;
251 case WM_SYSCOMMAND:
252 if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
253 return 0;
254 break;
255 case WM_DESTROY:
256 ::PostQuitMessage(0);
257 return 0;
258 case WM_DPICHANGED:
259 if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
260 {
261 //const int dpi = HIWORD(wParam);
262 //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
263 const RECT* suggested_rect = (RECT*)lParam;
264 ::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
265 }
266 break;
267 }
268 return ::DefWindowProc(hWnd, msg, wParam, lParam);
269 }
270