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