1 // Dear ImGui: standalone example application for DirectX 10
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_win32.h"
7 #include "imgui_impl_dx10.h"
8 #include <d3d10_1.h>
9 #include <d3d10.h>
10 #include <tchar.h>
11 
12 // Data
13 static ID3D10Device*            g_pd3dDevice = NULL;
14 static IDXGISwapChain*          g_pSwapChain = NULL;
15 static ID3D10RenderTargetView*  g_mainRenderTargetView = NULL;
16 
17 // Forward declarations of helper functions
18 bool CreateDeviceD3D(HWND hWnd);
19 void CleanupDeviceD3D();
20 void CreateRenderTarget();
21 void CleanupRenderTarget();
22 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
23 
24 // Main code
main(int,char **)25 int main(int, char**)
26 {
27     // Create application window
28     //ImGui_ImplWin32_EnableDpiAwareness();
29     WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
30     ::RegisterClassEx(&wc);
31     HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
32 
33     // Initialize Direct3D
34     if (!CreateDeviceD3D(hwnd))
35     {
36         CleanupDeviceD3D();
37         ::UnregisterClass(wc.lpszClassName, wc.hInstance);
38         return 1;
39     }
40 
41     // Show the window
42     ::ShowWindow(hwnd, SW_SHOWDEFAULT);
43     ::UpdateWindow(hwnd);
44 
45     // Setup Dear ImGui context
46     IMGUI_CHECKVERSION();
47     ImGui::CreateContext();
48     ImGuiIO& io = ImGui::GetIO(); (void)io;
49     io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
50     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
51     io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
52     io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
53     //io.ConfigViewportsNoAutoMerge = true;
54     //io.ConfigViewportsNoTaskBarIcon = true;
55 
56     // Setup Dear ImGui style
57     ImGui::StyleColorsDark();
58     //ImGui::StyleColorsClassic();
59 
60     // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
61     ImGuiStyle& style = ImGui::GetStyle();
62     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
63     {
64         style.WindowRounding = 0.0f;
65         style.Colors[ImGuiCol_WindowBg].w = 1.0f;
66     }
67 
68     // Setup Platform/Renderer backends
69     ImGui_ImplWin32_Init(hwnd);
70     ImGui_ImplDX10_Init(g_pd3dDevice);
71 
72     // Load Fonts
73     // - 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.
74     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
75     // - 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).
76     // - 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.
77     // - Read 'docs/FONTS.md' for more instructions and details.
78     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
79     //io.Fonts->AddFontDefault();
80     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
81     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
82     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
83     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
84     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
85     //IM_ASSERT(font != NULL);
86 
87     // Our state
88     bool show_demo_window = true;
89     bool show_another_window = false;
90     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
91 
92     // Main loop
93     bool done = false;
94     while (!done)
95     {
96         // Poll and handle messages (inputs, window resize, etc.)
97         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
98         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
99         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
100         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
101         MSG msg;
102         while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
103         {
104             ::TranslateMessage(&msg);
105             ::DispatchMessage(&msg);
106             if (msg.message == WM_QUIT)
107                 done = true;
108         }
109         if (done)
110             break;
111 
112         // Start the Dear ImGui frame
113         ImGui_ImplDX10_NewFrame();
114         ImGui_ImplWin32_NewFrame();
115         ImGui::NewFrame();
116 
117         // 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!).
118         if (show_demo_window)
119             ImGui::ShowDemoWindow(&show_demo_window);
120 
121         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
122         {
123             static float f = 0.0f;
124             static int counter = 0;
125 
126             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
127 
128             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
129             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
130             ImGui::Checkbox("Another Window", &show_another_window);
131 
132             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
133             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
134 
135             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
136                 counter++;
137             ImGui::SameLine();
138             ImGui::Text("counter = %d", counter);
139 
140             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
141             ImGui::End();
142         }
143 
144         // 3. Show another simple window.
145         if (show_another_window)
146         {
147             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)
148             ImGui::Text("Hello from another window!");
149             if (ImGui::Button("Close Me"))
150                 show_another_window = false;
151             ImGui::End();
152         }
153 
154         // Rendering
155         ImGui::Render();
156         const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
157         g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
158         g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
159         ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
160 
161         // Update and Render additional Platform Windows
162         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
163         {
164             ImGui::UpdatePlatformWindows();
165             ImGui::RenderPlatformWindowsDefault();
166         }
167 
168         g_pSwapChain->Present(1, 0); // Present with vsync
169         //g_pSwapChain->Present(0, 0); // Present without vsync
170     }
171 
172     ImGui_ImplDX10_Shutdown();
173     ImGui_ImplWin32_Shutdown();
174     ImGui::DestroyContext();
175 
176     CleanupDeviceD3D();
177     ::DestroyWindow(hwnd);
178     ::UnregisterClass(wc.lpszClassName, wc.hInstance);
179 
180     return 0;
181 }
182 
183 // Helper functions
184 
CreateDeviceD3D(HWND hWnd)185 bool CreateDeviceD3D(HWND hWnd)
186 {
187     // Setup swap chain
188     DXGI_SWAP_CHAIN_DESC sd;
189     ZeroMemory(&sd, sizeof(sd));
190     sd.BufferCount = 2;
191     sd.BufferDesc.Width = 0;
192     sd.BufferDesc.Height = 0;
193     sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
194     sd.BufferDesc.RefreshRate.Numerator = 60;
195     sd.BufferDesc.RefreshRate.Denominator = 1;
196     sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
197     sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
198     sd.OutputWindow = hWnd;
199     sd.SampleDesc.Count = 1;
200     sd.SampleDesc.Quality = 0;
201     sd.Windowed = TRUE;
202     sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
203 
204     UINT createDeviceFlags = 0;
205     //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
206     if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
207         return false;
208 
209     CreateRenderTarget();
210     return true;
211 }
212 
CleanupDeviceD3D()213 void CleanupDeviceD3D()
214 {
215     CleanupRenderTarget();
216     if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
217     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
218 }
219 
CreateRenderTarget()220 void CreateRenderTarget()
221 {
222     ID3D10Texture2D* pBackBuffer;
223     g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
224     g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
225     pBackBuffer->Release();
226 }
227 
CleanupRenderTarget()228 void CleanupRenderTarget()
229 {
230     if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
231 }
232 
233 // Forward declare message handler from imgui_impl_win32.cpp
234 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
235 
236 // Win32 message handler
WndProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)237 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
238 {
239     if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
240         return true;
241 
242     switch (msg)
243     {
244     case WM_SIZE:
245         if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
246         {
247             CleanupRenderTarget();
248             g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
249             CreateRenderTarget();
250         }
251         return 0;
252     case WM_SYSCOMMAND:
253         if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
254             return 0;
255         break;
256     case WM_DESTROY:
257         ::PostQuitMessage(0);
258         return 0;
259     }
260     return ::DefWindowProc(hWnd, msg, wParam, lParam);
261 }
262