| // ImGui - standalone example application for DirectX 9 |
| |
| #include <windows.h> |
| #include "../../imgui.h" |
| |
| // DirectX 9 |
| #include <d3dx9.h> |
| #define DIRECTINPUT_VERSION 0x0800 |
| #include <dinput.h> |
| |
| #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup |
| |
| static HWND hWnd; |
| static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice |
| static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device |
| static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices |
| struct CUSTOMVERTEX |
| { |
| D3DXVECTOR3 pos; |
| D3DCOLOR col; |
| D3DXVECTOR2 uv; |
| }; |
| #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) |
| |
| // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) |
| // If text or lines are blurry when integrating ImGui in your engine: |
| // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) |
| static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) |
| { |
| size_t total_vtx_count = 0; |
| for (int n = 0; n < cmd_lists_count; n++) |
| total_vtx_count += cmd_lists[n]->vtx_buffer.size(); |
| if (total_vtx_count == 0) |
| return; |
| |
| // Copy and convert all vertices into a single contiguous buffer |
| CUSTOMVERTEX* vtx_dst; |
| if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) |
| return; |
| for (int n = 0; n < cmd_lists_count; n++) |
| { |
| const ImDrawList* cmd_list = cmd_lists[n]; |
| const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0]; |
| for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++) |
| { |
| vtx_dst->pos.x = vtx_src->pos.x; |
| vtx_dst->pos.y = vtx_src->pos.y; |
| vtx_dst->pos.z = 0.0f; |
| vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 |
| vtx_dst->uv.x = vtx_src->uv.x; |
| vtx_dst->uv.y = vtx_src->uv.y; |
| vtx_dst++; |
| vtx_src++; |
| } |
| } |
| g_pVB->Unlock(); |
| |
| g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) ); |
| g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX ); |
| |
| // Setup render state: alpha-blending, no face culling, no depth testing |
| g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); |
| g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false ); |
| g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false ); |
| g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true ); |
| g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD ); |
| g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false ); |
| g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); |
| g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); |
| g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true ); |
| g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); |
| g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE ); |
| g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); |
| g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); |
| g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); |
| g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); |
| g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); |
| |
| // Setup orthographic projection matrix |
| D3DXMATRIXA16 mat; |
| D3DXMatrixIdentity(&mat); |
| g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat); |
| g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat); |
| D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f); |
| g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat); |
| |
| // Render command lists |
| int vtx_offset = 0; |
| for (int n = 0; n < cmd_lists_count; n++) |
| { |
| // Render command list |
| const ImDrawList* cmd_list = cmd_lists[n]; |
| for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) |
| { |
| const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; |
| const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w }; |
| g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id ); |
| g_pd3dDevice->SetScissorRect(&r); |
| g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3); |
| vtx_offset += pcmd->vtx_count; |
| } |
| } |
| } |
| |
| HRESULT InitDeviceD3D(HWND hWnd) |
| { |
| if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION))) |
| return E_FAIL; |
| |
| D3DPRESENT_PARAMETERS d3dpp; |
| ZeroMemory(&d3dpp, sizeof(d3dpp)); |
| d3dpp.Windowed = TRUE; |
| d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; |
| d3dpp.EnableAutoDepthStencil = TRUE; |
| d3dpp.AutoDepthStencilFormat = D3DFMT_D16; |
| d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; |
| |
| // Create the D3DDevice |
| if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0) |
| return E_FAIL; |
| |
| return S_OK; |
| } |
| |
| void CleanupDevice() |
| { |
| // InitImGui |
| if (g_pVB) g_pVB->Release(); |
| |
| // InitDeviceD3D |
| if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID) |
| tex->Release(); |
| if (g_pd3dDevice) g_pd3dDevice->Release(); |
| if (g_pD3D) g_pD3D->Release(); |
| } |
| |
| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| switch (msg) |
| { |
| case WM_LBUTTONDOWN: |
| io.MouseDown[0] = true; |
| return true; |
| case WM_LBUTTONUP: |
| io.MouseDown[0] = false; |
| return true; |
| case WM_RBUTTONDOWN: |
| io.MouseDown[1] = true; |
| return true; |
| case WM_RBUTTONUP: |
| io.MouseDown[1] = false; |
| return true; |
| case WM_MOUSEWHEEL: |
| io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; |
| return true; |
| case WM_MOUSEMOVE: |
| // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) |
| io.MousePos.x = (signed short)(lParam); |
| io.MousePos.y = (signed short)(lParam >> 16); |
| return true; |
| case WM_CHAR: |
| // You can also use ToAscii()+GetKeyboardState() to retrieve characters. |
| if (wParam > 0 && wParam < 0x10000) |
| io.AddInputCharacter((unsigned short)wParam); |
| return true; |
| case WM_DESTROY: |
| CleanupDevice(); |
| PostQuitMessage(0); |
| return 0; |
| } |
| return DefWindowProc(hWnd, msg, wParam, lParam); |
| } |
| |
| void LoadFontsTexture() |
| { |
| // Load one or more font |
| ImGuiIO& io = ImGui::GetIO(); |
| //ImFont* my_font1 = io.Fonts->AddFontDefault(); |
| //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f); |
| //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1; |
| //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1; |
| //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese()); |
| |
| // Build |
| unsigned char* pixels; |
| int width, height, bytes_per_pixel; |
| io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel); |
| |
| // Create texture |
| LPDIRECT3DTEXTURE9 pTexture = NULL; |
| if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0) |
| { |
| IM_ASSERT(0); |
| return; |
| } |
| |
| // Copy pixels |
| D3DLOCKED_RECT tex_locked_rect; |
| if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) |
| { |
| IM_ASSERT(0); |
| return; |
| } |
| for (int y = 0; y < height; y++) |
| memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); |
| pTexture->UnlockRect(0); |
| |
| // Store our identifier |
| io.Fonts->TexID = (void *)pTexture; |
| } |
| |
| void InitImGui() |
| { |
| RECT rect; |
| GetClientRect(hWnd, &rect); |
| int display_w = (int)(rect.right - rect.left); |
| int display_h = (int)(rect.bottom - rect.top); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions. |
| io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable) |
| io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. |
| io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; |
| io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; |
| io.KeyMap[ImGuiKey_UpArrow] = VK_UP; |
| io.KeyMap[ImGuiKey_DownArrow] = VK_UP; |
| io.KeyMap[ImGuiKey_Home] = VK_HOME; |
| io.KeyMap[ImGuiKey_End] = VK_END; |
| io.KeyMap[ImGuiKey_Delete] = VK_DELETE; |
| io.KeyMap[ImGuiKey_Backspace] = VK_BACK; |
| io.KeyMap[ImGuiKey_Enter] = VK_RETURN; |
| io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; |
| io.KeyMap[ImGuiKey_A] = 'A'; |
| io.KeyMap[ImGuiKey_C] = 'C'; |
| io.KeyMap[ImGuiKey_V] = 'V'; |
| io.KeyMap[ImGuiKey_X] = 'X'; |
| io.KeyMap[ImGuiKey_Y] = 'Y'; |
| io.KeyMap[ImGuiKey_Z] = 'Z'; |
| |
| io.RenderDrawListsFn = ImImpl_RenderDrawLists; |
| |
| // Create the vertex buffer |
| if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) |
| { |
| IM_ASSERT(0); |
| return; |
| } |
| |
| LoadFontsTexture(); |
| } |
| |
| INT64 ticks_per_second = 0; |
| INT64 last_time = 0; |
| |
| void UpdateImGui() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Setup time step |
| INT64 current_time; |
| QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); |
| io.DeltaTime = (float)(current_time - last_time) / ticks_per_second; |
| last_time = current_time; |
| |
| // Setup inputs |
| // (we already got mouse position, buttons, wheel from the window message callback) |
| BYTE keystate[256]; |
| GetKeyboardState(keystate); |
| for (int i = 0; i < 256; i++) |
| io.KeysDown[i] = (keystate[i] & 0x80) != 0; |
| io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0; |
| io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0; |
| // io.MousePos : filled by WM_MOUSEMOVE event |
| // io.MouseDown : filled by WM_*BUTTON* events |
| // io.MouseWheel : filled by WM_MOUSEWHEEL events |
| |
| // Start the frame |
| ImGui::NewFrame(); |
| } |
| |
| int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int) |
| { |
| // Register the window class |
| WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL }; |
| RegisterClassEx(&wc); |
| |
| // Create the application's window |
| hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); |
| |
| if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second)) |
| return 1; |
| if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time)) |
| return 1; |
| |
| // Initialize Direct3D |
| if (InitDeviceD3D(hWnd) < 0) |
| { |
| CleanupDevice(); |
| UnregisterClass(L"ImGui Example", wc.hInstance); |
| return 1; |
| } |
| |
| // Show the window |
| ShowWindow(hWnd, SW_SHOWDEFAULT); |
| UpdateWindow(hWnd); |
| |
| InitImGui(); |
| |
| bool show_test_window = true; |
| bool show_another_window = false; |
| ImVec4 clear_col = ImColor(114, 144, 154); |
| |
| // Enter the message loop |
| MSG msg; |
| ZeroMemory(&msg, sizeof(msg)); |
| while (msg.message != WM_QUIT) |
| { |
| if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) |
| { |
| TranslateMessage(&msg); |
| DispatchMessage(&msg); |
| continue; |
| } |
| UpdateImGui(); |
| |
| // 1. Show a simple window |
| // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" |
| { |
| static float f; |
| ImGui::Text("Hello, world!"); |
| ImGui::SliderFloat("float", &f, 0.0f, 1.0f); |
| ImGui::ColorEdit3("clear color", (float*)&clear_col); |
| if (ImGui::Button("Test Window")) show_test_window ^= 1; |
| if (ImGui::Button("Another Window")) show_another_window ^= 1; |
| ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
| } |
| |
| // 2. Show another simple window, this time using an explicit Begin/End pair |
| if (show_another_window) |
| { |
| ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100)); |
| ImGui::Text("Hello"); |
| ImGui::End(); |
| } |
| |
| // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() |
| if (show_test_window) |
| { |
| ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); |
| ImGui::ShowTestWindow(&show_test_window); |
| } |
| |
| // Rendering |
| 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_col.x*255.0f), (int)(clear_col.y*255.0f), (int)(clear_col.z*255.0f), (int)(clear_col.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(); |
| g_pd3dDevice->EndScene(); |
| } |
| g_pd3dDevice->Present(NULL, NULL, NULL, NULL); |
| } |
| |
| ImGui::Shutdown(); |
| |
| UnregisterClass(L"ImGui Example", wc.hInstance); |
| return 0; |
| } |