1 // ImGui - standalone example application for DirectX 10
2 // If you are new to 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 ImGui_ImplDX10_InvalidateDeviceObjects();
79 CleanupRenderTarget();
80 g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
81 CreateRenderTarget();
82 ImGui_ImplDX10_CreateDeviceObjects();
83 }
84 return 0;
85 case WM_SYSCOMMAND:
86 if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
87 return 0;
88 break;
89 case WM_DESTROY:
90 PostQuitMessage(0);
91 return 0;
92 }
93 return DefWindowProc(hWnd, msg, wParam, lParam);
94 }
95
main(int,char **)96 int main(int, char**)
97 {
98 // Create application window
99 WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
100 RegisterClassEx(&wc);
101 HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
102
103 // Initialize Direct3D
104 if (CreateDeviceD3D(hwnd) < 0)
105 {
106 CleanupDeviceD3D();
107 UnregisterClass(_T("ImGui Example"), wc.hInstance);
108 return 1;
109 }
110
111 // Show the window
112 ShowWindow(hwnd, SW_SHOWDEFAULT);
113 UpdateWindow(hwnd);
114
115 // Setup Dear ImGui binding
116 IMGUI_CHECKVERSION();
117 ImGui::CreateContext();
118 ImGuiIO& io = ImGui::GetIO(); (void)io;
119 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
120
121 ImGui_ImplWin32_Init(hwnd);
122 ImGui_ImplDX10_Init(g_pd3dDevice);
123
124 // Setup style
125 ImGui::StyleColorsDark();
126 //ImGui::StyleColorsClassic();
127
128 // Load Fonts
129 // - 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.
130 // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
131 // - 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).
132 // - 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.
133 // - Read 'misc/fonts/README.txt' for more instructions and details.
134 // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
135 //io.Fonts->AddFontDefault();
136 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
137 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
138 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
139 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
140 //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
141 //IM_ASSERT(font != NULL);
142
143 bool show_demo_window = true;
144 bool show_another_window = false;
145 ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
146
147 // Main loop
148 MSG msg;
149 ZeroMemory(&msg, sizeof(msg));
150 while (msg.message != WM_QUIT)
151 {
152 // Poll and handle messages (inputs, window resize, etc.)
153 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
154 // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
155 // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
156 // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
157 if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
158 {
159 TranslateMessage(&msg);
160 DispatchMessage(&msg);
161 continue;
162 }
163
164 // Start the Dear ImGui frame
165 ImGui_ImplDX10_NewFrame();
166 ImGui_ImplWin32_NewFrame();
167 ImGui::NewFrame();
168
169 // 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!).
170 if (show_demo_window)
171 ImGui::ShowDemoWindow(&show_demo_window);
172
173 // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
174 {
175 static float f = 0.0f;
176 static int counter = 0;
177
178 ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
179
180 ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
181 ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
182 ImGui::Checkbox("Another Window", &show_another_window);
183
184 ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
185 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
186
187 if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
188 counter++;
189 ImGui::SameLine();
190 ImGui::Text("counter = %d", counter);
191
192 ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
193 ImGui::End();
194 }
195
196 // 3. Show another simple window.
197 if (show_another_window)
198 {
199 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)
200 ImGui::Text("Hello from another window!");
201 if (ImGui::Button("Close Me"))
202 show_another_window = false;
203 ImGui::End();
204 }
205
206 // Rendering
207 ImGui::Render();
208 g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
209 g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
210 ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
211
212 g_pSwapChain->Present(1, 0); // Present with vsync
213 //g_pSwapChain->Present(0, 0); // Present without vsync
214 }
215
216 ImGui_ImplDX10_Shutdown();
217 ImGui_ImplWin32_Shutdown();
218 ImGui::DestroyContext();
219
220 CleanupDeviceD3D();
221 DestroyWindow(hwnd);
222 UnregisterClass(_T("ImGui Example"), wc.hInstance);
223
224 return 0;
225 }
226