| // Dear ImGui: standalone example application for SDL2 + DirectX 11 |
| // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) |
| // 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_sdl.h" |
| #include "imgui_impl_dx11.h" |
| #include <d3d11.h> |
| #include <stdio.h> |
| #include <SDL.h> |
| #include <SDL_syswm.h> |
| |
| // Data |
| static ID3D11Device* g_pd3dDevice = NULL; |
| static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; |
| static IDXGISwapChain* g_pSwapChain = NULL; |
| static ID3D11RenderTargetView* g_mainRenderTargetView = NULL; |
| |
| // Forward declarations of helper functions |
| bool CreateDeviceD3D(HWND hWnd); |
| void CleanupDeviceD3D(); |
| void CreateRenderTarget(); |
| void CleanupRenderTarget(); |
| |
| // Main code |
| int main(int, char**) |
| { |
| // Setup SDL |
| // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, |
| // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) |
| if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) |
| { |
| printf("Error: %s\n", SDL_GetError()); |
| return -1; |
| } |
| |
| // Setup window |
| SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); |
| SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); |
| SDL_SysWMinfo wmInfo; |
| SDL_VERSION(&wmInfo.version); |
| SDL_GetWindowWMInfo(window, &wmInfo); |
| HWND hwnd = (HWND)wmInfo.info.win.window; |
| |
| // Initialize Direct3D |
| if (!CreateDeviceD3D(hwnd)) |
| { |
| CleanupDeviceD3D(); |
| return 1; |
| } |
| |
| // 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 |
| io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking |
| io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows |
| //io.ConfigViewportsNoAutoMerge = true; |
| //io.ConfigViewportsNoTaskBarIcon = true; |
| |
| // Setup Dear ImGui style |
| ImGui::StyleColorsDark(); |
| //ImGui::StyleColorsClassic(); |
| |
| // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. |
| ImGuiStyle& style = ImGui::GetStyle(); |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| { |
| style.WindowRounding = 0.0f; |
| style.Colors[ImGuiCol_WindowBg].w = 1.0f; |
| } |
| |
| // Setup Platform/Renderer backends |
| ImGui_ImplSDL2_InitForD3D(window); |
| ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); |
| |
| // 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 events (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. |
| SDL_Event event; |
| while (SDL_PollEvent(&event)) |
| { |
| ImGui_ImplSDL2_ProcessEvent(&event); |
| if (event.type == SDL_QUIT) |
| done = true; |
| if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) |
| done = true; |
| if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) |
| { |
| // Release all outstanding references to the swap chain's buffers before resizing. |
| CleanupRenderTarget(); |
| g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0); |
| CreateRenderTarget(); |
| } |
| } |
| |
| // Start the Dear ImGui frame |
| ImGui_ImplDX11_NewFrame(); |
| ImGui_ImplSDL2_NewFrame(window); |
| 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::Render(); |
| g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); |
| g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color); |
| ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); |
| |
| // Update and Render additional Platform Windows |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| { |
| ImGui::UpdatePlatformWindows(); |
| ImGui::RenderPlatformWindowsDefault(); |
| } |
| |
| g_pSwapChain->Present(1, 0); // Present with vsync |
| //g_pSwapChain->Present(0, 0); // Present without vsync |
| } |
| |
| // Cleanup |
| ImGui_ImplDX11_Shutdown(); |
| ImGui_ImplSDL2_Shutdown(); |
| ImGui::DestroyContext(); |
| |
| CleanupDeviceD3D(); |
| SDL_DestroyWindow(window); |
| SDL_Quit(); |
| |
| return 0; |
| } |
| |
| // Helper functions |
| |
| bool CreateDeviceD3D(HWND hWnd) |
| { |
| // Setup swap chain |
| DXGI_SWAP_CHAIN_DESC sd; |
| ZeroMemory(&sd, sizeof(sd)); |
| sd.BufferCount = 2; |
| sd.BufferDesc.Width = 0; |
| sd.BufferDesc.Height = 0; |
| sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
| sd.BufferDesc.RefreshRate.Numerator = 60; |
| sd.BufferDesc.RefreshRate.Denominator = 1; |
| sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; |
| sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
| sd.OutputWindow = hWnd; |
| sd.SampleDesc.Count = 1; |
| sd.SampleDesc.Quality = 0; |
| sd.Windowed = TRUE; |
| sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; |
| |
| UINT createDeviceFlags = 0; |
| //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; |
| D3D_FEATURE_LEVEL featureLevel; |
| const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; |
| if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK) |
| return false; |
| |
| CreateRenderTarget(); |
| return true; |
| } |
| |
| void CleanupDeviceD3D() |
| { |
| CleanupRenderTarget(); |
| if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } |
| if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } |
| if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } |
| } |
| |
| void CreateRenderTarget() |
| { |
| ID3D11Texture2D* pBackBuffer; |
| g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); |
| g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); |
| pBackBuffer->Release(); |
| } |
| |
| void CleanupRenderTarget() |
| { |
| if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } |
| } |