1 // Dear ImGui: standalone example application for DirectX 11
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_dx11.h"
8 #include <d3d11.h>
9 #include <tchar.h>
10 
11 // Data
12 static ID3D11Device*            g_pd3dDevice = NULL;
13 static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;
14 static IDXGISwapChain*          g_pSwapChain = NULL;
15 static ID3D11RenderTargetView*  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 DirectX11 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     //io.ConfigViewportsNoDefaultParent = true;
56     //io.ConfigDockingAlwaysTabBar = true;
57     //io.ConfigDockingTransparentPayload = true;
58     //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts;     // FIXME-DPI: Experimental. THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP!
59     //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI: Experimental.
60 
61     // Setup Dear ImGui style
62     ImGui::StyleColorsDark();
63     //ImGui::StyleColorsClassic();
64 
65     // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
66     ImGuiStyle& style = ImGui::GetStyle();
67     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
68     {
69         style.WindowRounding = 0.0f;
70         style.Colors[ImGuiCol_WindowBg].w = 1.0f;
71     }
72 
73     // Setup Platform/Renderer backends
74     ImGui_ImplWin32_Init(hwnd);
75     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
76 
77     // Load Fonts
78     // - 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.
79     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
80     // - 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).
81     // - 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.
82     // - Read 'docs/FONTS.md' for more instructions and details.
83     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
84     //io.Fonts->AddFontDefault();
85     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
86     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
87     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
88     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
89     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
90     //IM_ASSERT(font != NULL);
91 
92     // Our state
93     bool show_demo_window = true;
94     bool show_another_window = false;
95     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
96 
97     // Main loop
98     bool done = false;
99     while (!done)
100     {
101         // Poll and handle messages (inputs, window resize, etc.)
102         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
103         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
104         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
105         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
106         MSG msg;
107         while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
108         {
109             ::TranslateMessage(&msg);
110             ::DispatchMessage(&msg);
111             if (msg.message == WM_QUIT)
112                 done = true;
113         }
114         if (done)
115             break;
116 
117         // Start the Dear ImGui frame
118         ImGui_ImplDX11_NewFrame();
119         ImGui_ImplWin32_NewFrame();
120         ImGui::NewFrame();
121 
122         // 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!).
123         if (show_demo_window)
124             ImGui::ShowDemoWindow(&show_demo_window);
125 
126         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
127         {
128             static float f = 0.0f;
129             static int counter = 0;
130 
131             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
132 
133             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
134             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
135             ImGui::Checkbox("Another Window", &show_another_window);
136 
137             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
138             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
139 
140             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
141                 counter++;
142             ImGui::SameLine();
143             ImGui::Text("counter = %d", counter);
144 
145             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
146             ImGui::End();
147         }
148 
149         // 3. Show another simple window.
150         if (show_another_window)
151         {
152             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)
153             ImGui::Text("Hello from another window!");
154             if (ImGui::Button("Close Me"))
155                 show_another_window = false;
156             ImGui::End();
157         }
158 
159         // Rendering
160         ImGui::Render();
161         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 };
162         g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
163         g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
164         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
165 
166         // Update and Render additional Platform Windows
167         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
168         {
169             ImGui::UpdatePlatformWindows();
170             ImGui::RenderPlatformWindowsDefault();
171         }
172 
173         g_pSwapChain->Present(1, 0); // Present with vsync
174         //g_pSwapChain->Present(0, 0); // Present without vsync
175     }
176 
177     // Cleanup
178     ImGui_ImplDX11_Shutdown();
179     ImGui_ImplWin32_Shutdown();
180     ImGui::DestroyContext();
181 
182     CleanupDeviceD3D();
183     ::DestroyWindow(hwnd);
184     ::UnregisterClass(wc.lpszClassName, wc.hInstance);
185 
186     return 0;
187 }
188 
189 // Helper functions
190 
CreateDeviceD3D(HWND hWnd)191 bool CreateDeviceD3D(HWND hWnd)
192 {
193     // Setup swap chain
194     DXGI_SWAP_CHAIN_DESC sd;
195     ZeroMemory(&sd, sizeof(sd));
196     sd.BufferCount = 2;
197     sd.BufferDesc.Width = 0;
198     sd.BufferDesc.Height = 0;
199     sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
200     sd.BufferDesc.RefreshRate.Numerator = 60;
201     sd.BufferDesc.RefreshRate.Denominator = 1;
202     sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
203     sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
204     sd.OutputWindow = hWnd;
205     sd.SampleDesc.Count = 1;
206     sd.SampleDesc.Quality = 0;
207     sd.Windowed = TRUE;
208     sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
209 
210     UINT createDeviceFlags = 0;
211     //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
212     D3D_FEATURE_LEVEL featureLevel;
213     const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
214     if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
215         return false;
216 
217     CreateRenderTarget();
218     return true;
219 }
220 
CleanupDeviceD3D()221 void CleanupDeviceD3D()
222 {
223     CleanupRenderTarget();
224     if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
225     if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
226     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
227 }
228 
CreateRenderTarget()229 void CreateRenderTarget()
230 {
231     ID3D11Texture2D* pBackBuffer;
232     g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
233     g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
234     pBackBuffer->Release();
235 }
236 
CleanupRenderTarget()237 void CleanupRenderTarget()
238 {
239     if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
240 }
241 
242 #ifndef WM_DPICHANGED
243 #define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
244 #endif
245 
246 // Forward declare message handler from imgui_impl_win32.cpp
247 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
248 
249 // Win32 message handler
WndProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)250 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
251 {
252     if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
253         return true;
254 
255     switch (msg)
256     {
257     case WM_SIZE:
258         if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
259         {
260             CleanupRenderTarget();
261             g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
262             CreateRenderTarget();
263         }
264         return 0;
265     case WM_SYSCOMMAND:
266         if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
267             return 0;
268         break;
269     case WM_DESTROY:
270         ::PostQuitMessage(0);
271         return 0;
272     case WM_DPICHANGED:
273         if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
274         {
275             //const int dpi = HIWORD(wParam);
276             //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
277             const RECT* suggested_rect = (RECT*)lParam;
278             ::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);
279         }
280         break;
281     }
282     return ::DefWindowProc(hWnd, msg, wParam, lParam);
283 }
284