| // dear imgui - standalone example application for DirectX 11 | |
| // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. | |
| #include "imgui.h" | |
| #include "imgui_impl_win32.h" | |
| #include "imgui_impl_dx11.h" | |
| #include <d3d11.h> | |
| #define DIRECTINPUT_VERSION 0x0800 | |
| #include <dinput.h> | |
| #include <tchar.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(); | |
| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); | |
| // Main code | |
| int main(int, char**) | |
| { | |
| // Create application window | |
| 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 DirectX11 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 bindings | |
| 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 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.txt' 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 | |
| MSG msg; | |
| ZeroMemory(&msg, sizeof(msg)); | |
| while (msg.message != WM_QUIT) | |
| { | |
| // 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. | |
| if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) | |
| { | |
| ::TranslateMessage(&msg); | |
| ::DispatchMessage(&msg); | |
| continue; | |
| } | |
| // 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 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()); | |
| g_pSwapChain->Present(1, 0); // Present with vsync | |
| //g_pSwapChain->Present(0, 0); // Present without vsync | |
| } | |
| // Cleanup | |
| ImGui_ImplDX11_Shutdown(); | |
| ImGui_ImplWin32_Shutdown(); | |
| ImGui::DestroyContext(); | |
| CleanupDeviceD3D(); | |
| ::DestroyWindow(hwnd); | |
| ::UnregisterClass(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, }; | |
| 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; } | |
| } | |
| // Win32 message handler | |
| extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); | |
| 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) | |
| { | |
| CleanupRenderTarget(); | |
| g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); | |
| CreateRenderTarget(); | |
| } | |
| 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); | |
| } |