1 // Dear ImGui: standalone example application for DirectX 12
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 // Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'.
6 // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
7 // This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
8
9 #include "imgui.h"
10 #include "imgui_impl_win32.h"
11 #include "imgui_impl_dx12.h"
12 #include <d3d12.h>
13 #include <dxgi1_4.h>
14 #include <tchar.h>
15
16 #ifdef _DEBUG
17 #define DX12_ENABLE_DEBUG_LAYER
18 #endif
19
20 #ifdef DX12_ENABLE_DEBUG_LAYER
21 #include <dxgidebug.h>
22 #pragma comment(lib, "dxguid.lib")
23 #endif
24
25 struct FrameContext
26 {
27 ID3D12CommandAllocator* CommandAllocator;
28 UINT64 FenceValue;
29 };
30
31 // Data
32 static int const NUM_FRAMES_IN_FLIGHT = 3;
33 static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
34 static UINT g_frameIndex = 0;
35
36 static int const NUM_BACK_BUFFERS = 3;
37 static ID3D12Device* g_pd3dDevice = NULL;
38 static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
39 static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
40 static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
41 static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
42 static ID3D12Fence* g_fence = NULL;
43 static HANDLE g_fenceEvent = NULL;
44 static UINT64 g_fenceLastSignaledValue = 0;
45 static IDXGISwapChain3* g_pSwapChain = NULL;
46 static HANDLE g_hSwapChainWaitableObject = NULL;
47 static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
48 static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
49
50 // Forward declarations of helper functions
51 bool CreateDeviceD3D(HWND hWnd);
52 void CleanupDeviceD3D();
53 void CreateRenderTarget();
54 void CleanupRenderTarget();
55 void WaitForLastSubmittedFrame();
56 FrameContext* WaitForNextFrameResources();
57 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
58
59 // Main code
main(int,char **)60 int main(int, char**)
61 {
62 // Create application window
63 //ImGui_ImplWin32_EnableDpiAwareness();
64 WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
65 ::RegisterClassEx(&wc);
66 HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
67
68 // Initialize Direct3D
69 if (!CreateDeviceD3D(hwnd))
70 {
71 CleanupDeviceD3D();
72 ::UnregisterClass(wc.lpszClassName, wc.hInstance);
73 return 1;
74 }
75
76 // Show the window
77 ::ShowWindow(hwnd, SW_SHOWDEFAULT);
78 ::UpdateWindow(hwnd);
79
80 // Setup Dear ImGui context
81 IMGUI_CHECKVERSION();
82 ImGui::CreateContext();
83 ImGuiIO& io = ImGui::GetIO(); (void)io;
84 io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
85 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
86 io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
87 io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
88 //io.ConfigViewportsNoAutoMerge = true;
89 //io.ConfigViewportsNoTaskBarIcon = true;
90
91 // Setup Dear ImGui style
92 ImGui::StyleColorsDark();
93 //ImGui::StyleColorsClassic();
94
95 // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
96 ImGuiStyle& style = ImGui::GetStyle();
97 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
98 {
99 style.WindowRounding = 0.0f;
100 style.Colors[ImGuiCol_WindowBg].w = 1.0f;
101 }
102
103 // Setup Platform/Renderer backends
104 ImGui_ImplWin32_Init(hwnd);
105 ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
106 DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
107 g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
108 g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
109
110 // Load Fonts
111 // - 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.
112 // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
113 // - 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).
114 // - 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.
115 // - Read 'docs/FONTS.md' for more instructions and details.
116 // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
117 //io.Fonts->AddFontDefault();
118 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
119 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
120 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
121 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
122 //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
123 //IM_ASSERT(font != NULL);
124
125 // Our state
126 bool show_demo_window = true;
127 bool show_another_window = false;
128 ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
129
130 // Main loop
131 bool done = false;
132 while (!done)
133 {
134 // Poll and handle messages (inputs, window resize, etc.)
135 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
136 // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
137 // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
138 // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
139 MSG msg;
140 while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
141 {
142 ::TranslateMessage(&msg);
143 ::DispatchMessage(&msg);
144 if (msg.message == WM_QUIT)
145 done = true;
146 }
147 if (done)
148 break;
149
150 // Start the Dear ImGui frame
151 ImGui_ImplDX12_NewFrame();
152 ImGui_ImplWin32_NewFrame();
153 ImGui::NewFrame();
154
155 // 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!).
156 if (show_demo_window)
157 ImGui::ShowDemoWindow(&show_demo_window);
158
159 // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
160 {
161 static float f = 0.0f;
162 static int counter = 0;
163
164 ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
165
166 ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
167 ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
168 ImGui::Checkbox("Another Window", &show_another_window);
169
170 ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
171 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
172
173 if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
174 counter++;
175 ImGui::SameLine();
176 ImGui::Text("counter = %d", counter);
177
178 ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
179 ImGui::End();
180 }
181
182 // 3. Show another simple window.
183 if (show_another_window)
184 {
185 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)
186 ImGui::Text("Hello from another window!");
187 if (ImGui::Button("Close Me"))
188 show_another_window = false;
189 ImGui::End();
190 }
191
192 // Rendering
193 ImGui::Render();
194
195 FrameContext* frameCtx = WaitForNextFrameResources();
196 UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
197 frameCtx->CommandAllocator->Reset();
198
199 D3D12_RESOURCE_BARRIER barrier = {};
200 barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
201 barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
202 barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
203 barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
204 barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
205 barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
206 g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL);
207 g_pd3dCommandList->ResourceBarrier(1, &barrier);
208
209 // Render Dear ImGui graphics
210 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 };
211 g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL);
212 g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
213 g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
214 ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
215 barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
216 barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
217 g_pd3dCommandList->ResourceBarrier(1, &barrier);
218 g_pd3dCommandList->Close();
219
220 g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
221
222 // Update and Render additional Platform Windows
223 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
224 {
225 ImGui::UpdatePlatformWindows();
226 ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList);
227 }
228
229 g_pSwapChain->Present(1, 0); // Present with vsync
230 //g_pSwapChain->Present(0, 0); // Present without vsync
231
232 UINT64 fenceValue = g_fenceLastSignaledValue + 1;
233 g_pd3dCommandQueue->Signal(g_fence, fenceValue);
234 g_fenceLastSignaledValue = fenceValue;
235 frameCtx->FenceValue = fenceValue;
236 }
237
238 WaitForLastSubmittedFrame();
239
240 // Cleanup
241 ImGui_ImplDX12_Shutdown();
242 ImGui_ImplWin32_Shutdown();
243 ImGui::DestroyContext();
244
245 CleanupDeviceD3D();
246 ::DestroyWindow(hwnd);
247 ::UnregisterClass(wc.lpszClassName, wc.hInstance);
248
249 return 0;
250 }
251
252 // Helper functions
253
CreateDeviceD3D(HWND hWnd)254 bool CreateDeviceD3D(HWND hWnd)
255 {
256 // Setup swap chain
257 DXGI_SWAP_CHAIN_DESC1 sd;
258 {
259 ZeroMemory(&sd, sizeof(sd));
260 sd.BufferCount = NUM_BACK_BUFFERS;
261 sd.Width = 0;
262 sd.Height = 0;
263 sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
264 sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
265 sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
266 sd.SampleDesc.Count = 1;
267 sd.SampleDesc.Quality = 0;
268 sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
269 sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
270 sd.Scaling = DXGI_SCALING_STRETCH;
271 sd.Stereo = FALSE;
272 }
273
274 // [DEBUG] Enable debug interface
275 #ifdef DX12_ENABLE_DEBUG_LAYER
276 ID3D12Debug* pdx12Debug = NULL;
277 if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
278 pdx12Debug->EnableDebugLayer();
279 #endif
280
281 // Create device
282 D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
283 if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
284 return false;
285
286 // [DEBUG] Setup debug interface to break on any warnings/errors
287 #ifdef DX12_ENABLE_DEBUG_LAYER
288 if (pdx12Debug != NULL)
289 {
290 ID3D12InfoQueue* pInfoQueue = NULL;
291 g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
292 pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
293 pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
294 pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
295 pInfoQueue->Release();
296 pdx12Debug->Release();
297 }
298 #endif
299
300 {
301 D3D12_DESCRIPTOR_HEAP_DESC desc = {};
302 desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
303 desc.NumDescriptors = NUM_BACK_BUFFERS;
304 desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
305 desc.NodeMask = 1;
306 if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
307 return false;
308
309 SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
310 D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
311 for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
312 {
313 g_mainRenderTargetDescriptor[i] = rtvHandle;
314 rtvHandle.ptr += rtvDescriptorSize;
315 }
316 }
317
318 {
319 D3D12_DESCRIPTOR_HEAP_DESC desc = {};
320 desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
321 desc.NumDescriptors = 1;
322 desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
323 if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
324 return false;
325 }
326
327 {
328 D3D12_COMMAND_QUEUE_DESC desc = {};
329 desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
330 desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
331 desc.NodeMask = 1;
332 if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
333 return false;
334 }
335
336 for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
337 if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
338 return false;
339
340 if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
341 g_pd3dCommandList->Close() != S_OK)
342 return false;
343
344 if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
345 return false;
346
347 g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
348 if (g_fenceEvent == NULL)
349 return false;
350
351 {
352 IDXGIFactory4* dxgiFactory = NULL;
353 IDXGISwapChain1* swapChain1 = NULL;
354 if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
355 return false;
356 if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK)
357 return false;
358 if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
359 return false;
360 swapChain1->Release();
361 dxgiFactory->Release();
362 g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
363 g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
364 }
365
366 CreateRenderTarget();
367 return true;
368 }
369
CleanupDeviceD3D()370 void CleanupDeviceD3D()
371 {
372 CleanupRenderTarget();
373 if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, NULL); g_pSwapChain->Release(); g_pSwapChain = NULL; }
374 if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
375 for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
376 if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
377 if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
378 if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
379 if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
380 if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
381 if (g_fence) { g_fence->Release(); g_fence = NULL; }
382 if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
383 if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
384
385 #ifdef DX12_ENABLE_DEBUG_LAYER
386 IDXGIDebug1* pDebug = NULL;
387 if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
388 {
389 pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
390 pDebug->Release();
391 }
392 #endif
393 }
394
CreateRenderTarget()395 void CreateRenderTarget()
396 {
397 for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
398 {
399 ID3D12Resource* pBackBuffer = NULL;
400 g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
401 g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
402 g_mainRenderTargetResource[i] = pBackBuffer;
403 }
404 }
405
CleanupRenderTarget()406 void CleanupRenderTarget()
407 {
408 WaitForLastSubmittedFrame();
409
410 for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
411 if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
412 }
413
WaitForLastSubmittedFrame()414 void WaitForLastSubmittedFrame()
415 {
416 FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
417
418 UINT64 fenceValue = frameCtx->FenceValue;
419 if (fenceValue == 0)
420 return; // No fence was signaled
421
422 frameCtx->FenceValue = 0;
423 if (g_fence->GetCompletedValue() >= fenceValue)
424 return;
425
426 g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
427 WaitForSingleObject(g_fenceEvent, INFINITE);
428 }
429
WaitForNextFrameResources()430 FrameContext* WaitForNextFrameResources()
431 {
432 UINT nextFrameIndex = g_frameIndex + 1;
433 g_frameIndex = nextFrameIndex;
434
435 HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
436 DWORD numWaitableObjects = 1;
437
438 FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
439 UINT64 fenceValue = frameCtx->FenceValue;
440 if (fenceValue != 0) // means no fence was signaled
441 {
442 frameCtx->FenceValue = 0;
443 g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
444 waitableObjects[1] = g_fenceEvent;
445 numWaitableObjects = 2;
446 }
447
448 WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
449
450 return frameCtx;
451 }
452
453 // Forward declare message handler from imgui_impl_win32.cpp
454 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
455
456 // Win32 message handler
WndProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)457 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
458 {
459 if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
460 return true;
461
462 switch (msg)
463 {
464 case WM_SIZE:
465 if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
466 {
467 WaitForLastSubmittedFrame();
468 CleanupRenderTarget();
469 HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
470 assert(SUCCEEDED(result) && "Failed to resize swapchain.");
471 CreateRenderTarget();
472 }
473 return 0;
474 case WM_SYSCOMMAND:
475 if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
476 return 0;
477 break;
478 case WM_DESTROY:
479 ::PostQuitMessage(0);
480 return 0;
481 }
482 return ::DefWindowProc(hWnd, msg, wParam, lParam);
483 }
484