| // Dear ImGui: standalone example application for DirectX 11 |
| |
| // Learn about Dear ImGui: |
| // - FAQ https://dearimgui.com/faq |
| // - Getting Started https://dearimgui.com/getting-started |
| // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| // - Introduction, links and more at the top of imgui.cpp |
| |
| #include "imgui.h" |
| #include "imgui_impl_win32.h" |
| #include "imgui_impl_dx11.h" |
| #include <d3d11.h> |
| #include <tchar.h> |
| |
| // Data |
| static ID3D11Device* g_pd3dDevice = nullptr; |
| static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr; |
| static IDXGISwapChain* g_pSwapChain = nullptr; |
| static bool g_SwapChainOccluded = false; |
| static UINT g_ResizeWidth = 0, g_ResizeHeight = 0; |
| static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr; |
| |
| // Forward declarations of helper functions |
| bool CreateDeviceD3D(HWND hWnd); |
| void CleanupDeviceD3D(); |
| void CreateRenderTarget(); |
| void CleanupRenderTarget(); |
| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
| |
| // Main code |
| int main(int, char**) |
| { |
| // Create application window |
| //ImGui_ImplWin32_EnableDpiAwareness(); |
| WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; |
| ::RegisterClassExW(&wc); |
| HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); |
| |
| // Initialize Direct3D |
| if (!CreateDeviceD3D(hwnd)) |
| { |
| CleanupDeviceD3D(); |
| ::UnregisterClassW(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::StyleColorsLight(); |
| |
| // Setup Platform/Renderer backends |
| ImGui_ImplWin32_Init(hwnd); |
| 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 a nullptr. 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. |
| // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. |
| // - 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("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); |
| //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); |
| //IM_ASSERT(font != nullptr); |
| |
| // 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.) |
| // See the WndProc() function below for our to dispatch events to the Win32 backend. |
| MSG msg; |
| while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) |
| { |
| ::TranslateMessage(&msg); |
| ::DispatchMessage(&msg); |
| if (msg.message == WM_QUIT) |
| done = true; |
| } |
| if (done) |
| break; |
| |
| // Handle window being minimized or screen locked |
| if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) |
| { |
| ::Sleep(10); |
| continue; |
| } |
| g_SwapChainOccluded = false; |
| |
| // Handle window resize (we don't resize directly in the WM_SIZE handler) |
| if (g_ResizeWidth != 0 && g_ResizeHeight != 0) |
| { |
| CleanupRenderTarget(); |
| g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0); |
| g_ResizeWidth = g_ResizeHeight = 0; |
| CreateRenderTarget(); |
| } |
| |
| // Start the Dear ImGui frame |
| ImGui_ImplDX11_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 create 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 / io.Framerate, io.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(); |
| 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 }; |
| g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr); |
| g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); |
| ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); |
| |
| // Present |
| HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync |
| //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync |
| g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED); |
| } |
| |
| // Cleanup |
| ImGui_ImplDX11_Shutdown(); |
| ImGui_ImplWin32_Shutdown(); |
| ImGui::DestroyContext(); |
| |
| CleanupDeviceD3D(); |
| ::DestroyWindow(hwnd); |
| ::UnregisterClassW(wc.lpszClassName, wc.hInstance); |
| |
| 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, }; |
| HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); |
| if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available. |
| res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); |
| if (res != S_OK) |
| return false; |
| |
| CreateRenderTarget(); |
| return true; |
| } |
| |
| void CleanupDeviceD3D() |
| { |
| CleanupRenderTarget(); |
| if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; } |
| if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; } |
| if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } |
| } |
| |
| void CreateRenderTarget() |
| { |
| ID3D11Texture2D* pBackBuffer; |
| g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); |
| g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView); |
| pBackBuffer->Release(); |
| } |
| |
| void CleanupRenderTarget() |
| { |
| if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; } |
| } |
| |
| // 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 |
| // 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, or clear/overwrite your copy of the mouse data. |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
| 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 (wParam == SIZE_MINIMIZED) |
| return 0; |
| g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize |
| g_ResizeHeight = (UINT)HIWORD(lParam); |
| 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 ::DefWindowProcW(hWnd, msg, wParam, lParam); |
| } |