| #include <windows.h> |
| #include <mmsystem.h> |
| #include <d3dx9.h> |
| #define DIRECTINPUT_VERSION 0x0800 |
| #include <dinput.h> |
| #include "../../imgui.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 |
| static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture |
| |
| struct CUSTOMVERTEX |
| { |
| D3DXVECTOR3 position; |
| D3DCOLOR color; |
| float tu, tv; |
| }; |
| |
| #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) |
| |
| 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; |
| |
| ImVector<ImVec4> clip_rect_stack; |
| clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999)); |
| |
| // Setup orthographic projection |
| // Set up world matrix |
| D3DXMATRIXA16 mat; |
| D3DXMatrixIdentity(&mat); |
| g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat); |
| g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat); |
| D3DXMatrixOrthoOffCenterLH(&mat, 0.0f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 0.0f, -1.0f, +1.0f); |
| g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat); |
| |
| D3DSURFACE_DESC texture_desc; |
| g_pTexture->GetLevelDesc(0, &texture_desc); |
| |
| // Fill the vertex buffer |
| CUSTOMVERTEX* vtx_dst; |
| if (g_pVB->Lock(0, 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]; |
| if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty()) |
| continue; |
| const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0]; |
| for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++) |
| { |
| vtx_dst->position.x = vtx_src->pos.x; |
| vtx_dst->position.y = vtx_src->pos.y; |
| vtx_dst->position.z = 0.0f; |
| vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 |
| vtx_dst->tu = vtx_src->uv.x; |
| vtx_dst->tv = 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 enabled, 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 ); |
| |
| // Setup texture |
| g_pd3dDevice->SetTexture( 0, g_pTexture ); |
| g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); |
| g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); |
| g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, 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 ); |
| |
| int vtx_consumed = 0; // offset in vertex buffer. each command consume ImDrawCmd::vtx_count of those |
| bool clip_rect_dirty = true; |
| |
| for (int n = 0; n < cmd_lists_count; n++) |
| { |
| const ImDrawList* cmd_list = cmd_lists[n]; |
| if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty()) |
| continue; |
| const ImDrawCmd* pcmd = &cmd_list->commands.front(); |
| const ImDrawCmd* pcmd_end = &cmd_list->commands.back(); |
| int clip_rect_buf_consumed = 0; // offset in cmd_list->clip_rect_buffer. each PushClipRect command consume 1 of those. |
| while (pcmd <= pcmd_end) |
| { |
| const ImDrawCmd& cmd = *pcmd++; |
| switch (cmd.cmd_type) |
| { |
| case ImDrawCmdType_DrawTriangleList: |
| if (clip_rect_dirty) |
| { |
| const ImVec4& clip_rect = clip_rect_stack.back(); |
| const RECT r = { (LONG)clip_rect.x, (LONG)clip_rect.y, (LONG)clip_rect.z, (LONG)clip_rect.w }; |
| g_pd3dDevice->SetScissorRect(&r); |
| clip_rect_dirty = false; |
| } |
| g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_consumed, cmd.vtx_count/3); |
| vtx_consumed += cmd.vtx_count; |
| break; |
| |
| case ImDrawCmdType_PushClipRect: |
| clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_consumed++]); |
| clip_rect_dirty = true; |
| break; |
| |
| case ImDrawCmdType_PopClipRect: |
| clip_rect_stack.pop_back(); |
| clip_rect_dirty = true; |
| break; |
| } |
| } |
| } |
| } |
| |
| // Get text data in Win32 clipboard |
| static const char* ImImpl_GetClipboardTextFn() |
| { |
| static char* buf_local = NULL; |
| if (buf_local) |
| { |
| free(buf_local); |
| buf_local = NULL; |
| } |
| |
| if (!OpenClipboard(NULL)) |
| return NULL; |
| |
| HANDLE buf_handle = GetClipboardData(CF_TEXT); |
| if (buf_handle == NULL) |
| return NULL; |
| |
| if (char* buf_global = (char*)GlobalLock(buf_handle)) |
| buf_local = strdup(buf_global); |
| GlobalUnlock(buf_handle); |
| CloseClipboard(); |
| |
| return buf_local; |
| } |
| |
| // Set text data in Win32 clipboard |
| static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end) |
| { |
| if (!OpenClipboard(NULL)) |
| return; |
| |
| if (!text_end) |
| text_end = text + strlen(text); |
| |
| const int buf_length = (text_end - text) + 1; |
| HGLOBAL buf_handle = GlobalAlloc(GMEM_MOVEABLE, buf_length * sizeof(char)); |
| if (buf_handle == NULL) |
| return; |
| |
| char* buf_global = (char *)GlobalLock(buf_handle); |
| memcpy(buf_global, text, text_end - text); |
| buf_global[text_end - text] = 0; |
| GlobalUnlock(buf_handle); |
| |
| EmptyClipboard(); |
| SetClipboardData(CF_TEXT, buf_handle); |
| CloseClipboard(); |
| } |
| |
| HRESULT InitD3D(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 Cleanup() |
| { |
| if (g_pTexture != NULL) |
| g_pTexture->Release(); |
| |
| if (g_pd3dDevice != NULL) |
| g_pd3dDevice->Release(); |
| |
| if (g_pD3D != NULL) |
| g_pD3D->Release(); |
| } |
| |
| LRESULT WINAPI MsgProc(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: |
| // Mouse wheel: -1,0,+1 |
| io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1; |
| 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 > 1 && wParam < 256) |
| io.AddInputCharacter((char)wParam); |
| return true; |
| case WM_DESTROY: |
| { |
| Cleanup(); |
| PostQuitMessage(0); |
| return 0; |
| } |
| } |
| return DefWindowProc(hWnd, msg, wParam, lParam); |
| } |
| |
| void InitImGui() |
| { |
| RECT rect; |
| GetClientRect(hWnd, &rect); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // 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 timestep is variable) |
| io.PixelCenterOffset = 0.0f; // Align Direct3D Texels |
| 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; |
| io.SetClipboardTextFn = ImImpl_SetClipboardTextFn; |
| io.GetClipboardTextFn = ImImpl_GetClipboardTextFn; |
| |
| |
| // 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; |
| } |
| |
| // Load font texture |
| const void* png_data; |
| unsigned int png_size; |
| ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); |
| if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0) |
| { |
| IM_ASSERT(0); |
| return; |
| } |
| } |
| |
| int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int) |
| { |
| // Register the window class |
| WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, 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); |
| |
| INT64 ticks_per_second, time; |
| if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second)) |
| return 1; |
| if (!QueryPerformanceCounter((LARGE_INTEGER *)&time)) |
| return 1; |
| |
| // Initialize Direct3D |
| if (InitD3D(hWnd) >= 0) |
| { |
| // Show the window |
| ShowWindow(hWnd, SW_SHOWDEFAULT); |
| UpdateWindow(hWnd); |
| |
| InitImGui(); |
| |
| // 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; |
| } |
| |
| // 1) ImGui start frame, setup time delta & inputs |
| ImGuiIO& io = ImGui::GetIO(); |
| INT64 current_time; |
| QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); |
| io.DeltaTime = (float)(current_time - time) / ticks_per_second; |
| time = current_time; |
| 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 |
| ImGui::NewFrame(); |
| |
| // 2) ImGui usage |
| static bool show_test_window = true; |
| static bool show_another_window = false; |
| static float f; |
| ImGui::Text("Hello, world!"); |
| ImGui::SliderFloat("float", &f, 0.0f, 1.0f); |
| show_test_window ^= ImGui::Button("Test Window"); |
| show_another_window ^= ImGui::Button("Another Window"); |
| |
| // Calculate and show framerate |
| static float ms_per_frame[120] = { 0 }; |
| static int ms_per_frame_idx = 0; |
| static float ms_per_frame_accum = 0.0f; |
| ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx]; |
| ms_per_frame[ms_per_frame_idx] = io.DeltaTime * 1000.0f; |
| ms_per_frame_accum += ms_per_frame[ms_per_frame_idx]; |
| ms_per_frame_idx = (ms_per_frame_idx + 1) % 120; |
| const float ms_per_frame_avg = ms_per_frame_accum / 120; |
| ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg); |
| |
| if (show_test_window) |
| { |
| // More example code in ShowTestWindow() |
| ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! |
| ImGui::ShowTestWindow(&show_test_window); |
| } |
| |
| if (show_another_window) |
| { |
| ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100)); |
| ImGui::Text("Hello"); |
| ImGui::End(); |
| } |
| |
| // 3) Render |
| g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); |
| g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false); |
| g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false); |
| g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0); // Clear the backbuffer and the zbuffer |
| if (g_pd3dDevice->BeginScene() >= 0) |
| { |
| ImGui::Render(); |
| g_pd3dDevice->EndScene(); |
| } |
| g_pd3dDevice->Present(NULL, NULL, NULL, NULL); |
| } |
| |
| ImGui::Shutdown(); |
| } |
| |
| if (g_pVB) |
| g_pVB->Release(); |
| |
| UnregisterClass(L"ImGui Example", wc.hInstance); |
| return 0; |
| } |