| // Dear ImGui: standalone example application for DirectX 9 |
| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. |
| // Read online: https://github.com/ocornut/imgui/tree/master/docs |
| |
| #include "imgui.h" |
| #include "imgui_impl_dx9.h" |
| #include "imgui_impl_win32.h" |
| #include <d3d9.h> |
| #include <tchar.h> |
| |
| // Data |
| static LPDIRECT3D9 g_pD3D = NULL; |
| static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; |
| static D3DPRESENT_PARAMETERS g_d3dpp = {}; |
| |
| // Forward declarations of helper functions |
| bool CreateDeviceD3D(HWND hWnd); |
| void CleanupDeviceD3D(); |
| void ResetDevice(); |
| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
| |
| // Main code |
| int main(int, char**) |
| { |
| // Create application window |
| //ImGui_ImplWin32_EnableDpiAwareness(); |
| WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; |
| ::RegisterClassEx(&wc); |
| HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); |
| |
| // Initialize Direct3D |
| if (!CreateDeviceD3D(hwnd)) |
| { |
| CleanupDeviceD3D(); |
| ::UnregisterClass(wc.lpszClassName, wc.hInstance); |
| return 1; |
| } |
| |
| // Show the window |
| ::ShowWindow(hwnd, SW_SHOWDEFAULT); |
| ::UpdateWindow(hwnd); |
| |
| // Setup Dear ImGui context |
| IMGUI_CHECKVERSION(); |
| ImGui::CreateContext(); |
| ImGuiIO& io = ImGui::GetIO(); (void)io; |
| //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls |
| //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls |
| |
| // Setup Dear ImGui style |
| ImGui::StyleColorsDark(); |
| //ImGui::StyleColorsClassic(); |
| |
| // Setup Platform/Renderer backends |
| ImGui_ImplWin32_Init(hwnd); |
| ImGui_ImplDX9_Init(g_pd3dDevice); |
| |
| // Load Fonts |
| // - 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. |
| // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. |
| // - 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). |
| // - 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. |
| // - Read 'docs/FONTS.md' for more instructions and details. |
| // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! |
| //io.Fonts->AddFontDefault(); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); |
| //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); |
| //IM_ASSERT(font != NULL); |
| |
| // Our state |
| bool show_demo_window = true; |
| bool show_another_window = false; |
| ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
| |
| // Main loop |
| bool done = false; |
| while (!done) |
| { |
| // Poll and handle messages (inputs, window resize, etc.) |
| // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
| // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. |
| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
| MSG msg; |
| while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) |
| { |
| ::TranslateMessage(&msg); |
| ::DispatchMessage(&msg); |
| if (msg.message == WM_QUIT) |
| done = true; |
| } |
| if (done) |
| break; |
| |
| // Start the Dear ImGui frame |
| ImGui_ImplDX9_NewFrame(); |
| ImGui_ImplWin32_NewFrame(); |
| ImGui::NewFrame(); |
| |
| // 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!). |
| if (show_demo_window) |
| ImGui::ShowDemoWindow(&show_demo_window); |
| |
| // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. |
| { |
| static float f = 0.0f; |
| static int counter = 0; |
| |
| ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. |
| |
| ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) |
| ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state |
| ImGui::Checkbox("Another Window", &show_another_window); |
| |
| ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f |
| ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color |
| |
| if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) |
| counter++; |
| ImGui::SameLine(); |
| ImGui::Text("counter = %d", counter); |
| |
| ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
| ImGui::End(); |
| } |
| |
| // 3. Show another simple window. |
| if (show_another_window) |
| { |
| 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) |
| ImGui::Text("Hello from another window!"); |
| if (ImGui::Button("Close Me")) |
| show_another_window = false; |
| ImGui::End(); |
| } |
| |
| // Rendering |
| ImGui::EndFrame(); |
| g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); |
| g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); |
| g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); |
| D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*255.0f), (int)(clear_color.w*255.0f)); |
| g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); |
| if (g_pd3dDevice->BeginScene() >= 0) |
| { |
| ImGui::Render(); |
| ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); |
| g_pd3dDevice->EndScene(); |
| } |
| HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL); |
| |
| // Handle loss of D3D9 device |
| if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET) |
| ResetDevice(); |
| } |
| |
| ImGui_ImplDX9_Shutdown(); |
| ImGui_ImplWin32_Shutdown(); |
| ImGui::DestroyContext(); |
| |
| CleanupDeviceD3D(); |
| ::DestroyWindow(hwnd); |
| ::UnregisterClass(wc.lpszClassName, wc.hInstance); |
| |
| return 0; |
| } |
| |
| // Helper functions |
| |
| bool CreateDeviceD3D(HWND hWnd) |
| { |
| if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) |
| return false; |
| |
| // Create the D3DDevice |
| ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); |
| g_d3dpp.Windowed = TRUE; |
| g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition. |
| g_d3dpp.EnableAutoDepthStencil = TRUE; |
| g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; |
| g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync |
| //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate |
| if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) |
| return false; |
| |
| return true; |
| } |
| |
| void CleanupDeviceD3D() |
| { |
| if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } |
| if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; } |
| } |
| |
| void ResetDevice() |
| { |
| ImGui_ImplDX9_InvalidateDeviceObjects(); |
| HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp); |
| if (hr == D3DERR_INVALIDCALL) |
| IM_ASSERT(0); |
| ImGui_ImplDX9_CreateDeviceObjects(); |
| } |
| |
| // Forward declare message handler from imgui_impl_win32.cpp |
| extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
| |
| // Win32 message handler |
| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
| { |
| if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) |
| return true; |
| |
| switch (msg) |
| { |
| case WM_SIZE: |
| if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) |
| { |
| g_d3dpp.BackBufferWidth = LOWORD(lParam); |
| g_d3dpp.BackBufferHeight = HIWORD(lParam); |
| ResetDevice(); |
| } |
| return 0; |
| case WM_SYSCOMMAND: |
| if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu |
| return 0; |
| break; |
| case WM_DESTROY: |
| ::PostQuitMessage(0); |
| return 0; |
| } |
| return ::DefWindowProc(hWnd, msg, wParam, lParam); |
| } |