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