282 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			282 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Dear ImGui: standalone example application for DirectX 9
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| 
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| // Learn about Dear ImGui:
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| // - FAQ                  https://dearimgui.com/faq
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| // - Getting Started      https://dearimgui.com/getting-started
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| // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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| // - Introduction, links and more at the top of imgui.cpp
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| 
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| #include "imgui.h"
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| #include "imgui_impl_dx9.h"
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| #include "imgui_impl_win32.h"
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| #include <d3d9.h>
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| #include <tchar.h>
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| 
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| // Data
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| static LPDIRECT3D9              g_pD3D = nullptr;
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| static LPDIRECT3DDEVICE9        g_pd3dDevice = nullptr;
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| static UINT                     g_ResizeWidth = 0, g_ResizeHeight = 0;
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| static D3DPRESENT_PARAMETERS    g_d3dpp = {};
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| 
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| // Forward declarations of helper functions
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| bool CreateDeviceD3D(HWND hWnd);
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| void CleanupDeviceD3D();
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| void ResetDevice();
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| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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| 
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| // Main code
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| int main(int, char**)
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| {
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|     // Create application window
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|     //ImGui_ImplWin32_EnableDpiAwareness();
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|     WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
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|     ::RegisterClassExW(&wc);
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|     HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
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| 
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|     // Initialize Direct3D
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|     if (!CreateDeviceD3D(hwnd))
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|     {
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|         CleanupDeviceD3D();
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|         ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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|         return 1;
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|     }
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| 
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|     // Show the window
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|     ::ShowWindow(hwnd, SW_SHOWDEFAULT);
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|     ::UpdateWindow(hwnd);
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| 
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|     // Setup Dear ImGui context
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|     IMGUI_CHECKVERSION();
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|     ImGui::CreateContext();
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|     ImGuiIO& io = ImGui::GetIO(); (void)io;
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|     io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
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|     io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
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|     io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;         // Enable Docking
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|     io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;       // Enable Multi-Viewport / Platform Windows
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|     //io.ConfigViewportsNoAutoMerge = true;
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|     //io.ConfigViewportsNoTaskBarIcon = true;
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| 
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|     // Setup Dear ImGui style
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|     ImGui::StyleColorsDark();
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|     //ImGui::StyleColorsLight();
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| 
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|     // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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|     ImGuiStyle& style = ImGui::GetStyle();
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|     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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|     {
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|         style.WindowRounding = 0.0f;
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|         style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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|     }
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| 
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|     // Setup Platform/Renderer backends
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|     ImGui_ImplWin32_Init(hwnd);
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|     ImGui_ImplDX9_Init(g_pd3dDevice);
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| 
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|     // Load Fonts
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|     // - 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.
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|     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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|     // - 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).
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|     // - 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.
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|     // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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|     // - Read 'docs/FONTS.md' for more instructions and details.
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|     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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|     //io.Fonts->AddFontDefault();
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|     //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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|     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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|     //IM_ASSERT(font != nullptr);
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| 
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|     // Our state
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|     bool show_demo_window = true;
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|     bool show_another_window = false;
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|     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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| 
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|     // Main loop
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|     bool done = false;
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|     while (!done)
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|     {
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|         // Poll and handle messages (inputs, window resize, etc.)
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|         // See the WndProc() function below for our to dispatch events to the Win32 backend.
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|         MSG msg;
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|         while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
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|         {
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|             ::TranslateMessage(&msg);
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|             ::DispatchMessage(&msg);
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|             if (msg.message == WM_QUIT)
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|                 done = true;
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|         }
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|         if (done)
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|             break;
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| 
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|         // Handle window resize (we don't resize directly in the WM_SIZE handler)
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|         if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
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|         {
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|             g_d3dpp.BackBufferWidth = g_ResizeWidth;
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|             g_d3dpp.BackBufferHeight = g_ResizeHeight;
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|             g_ResizeWidth = g_ResizeHeight = 0;
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|             ResetDevice();
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|         }
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| 
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|         // Start the Dear ImGui frame
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|         ImGui_ImplDX9_NewFrame();
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|         ImGui_ImplWin32_NewFrame();
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|         ImGui::NewFrame();
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| 
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|         // 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!).
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|         if (show_demo_window)
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|             ImGui::ShowDemoWindow(&show_demo_window);
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| 
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|         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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|         {
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|             static float f = 0.0f;
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|             static int counter = 0;
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| 
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|             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
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| 
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|             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
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|             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
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|             ImGui::Checkbox("Another Window", &show_another_window);
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| 
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|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
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|             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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| 
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|             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
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|                 counter++;
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|             ImGui::SameLine();
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|             ImGui::Text("counter = %d", counter);
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| 
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|             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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|             ImGui::End();
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|         }
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| 
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|         // 3. Show another simple window.
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|         if (show_another_window)
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|         {
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|             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)
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|             ImGui::Text("Hello from another window!");
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|             if (ImGui::Button("Close Me"))
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|                 show_another_window = false;
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|             ImGui::End();
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|         }
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| 
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|         // Rendering
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|         ImGui::EndFrame();
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|         g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
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|         g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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|         g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
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|         D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*255.0f), (int)(clear_color.w*255.0f));
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|         g_pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
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|         if (g_pd3dDevice->BeginScene() >= 0)
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|         {
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|             ImGui::Render();
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|             ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
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|             g_pd3dDevice->EndScene();
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|         }
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| 
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|         // Update and Render additional Platform Windows
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|         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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|         {
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|             ImGui::UpdatePlatformWindows();
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|             ImGui::RenderPlatformWindowsDefault();
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|         }
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| 
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|         HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr);
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| 
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|         // Handle loss of D3D9 device
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|         if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
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|             ResetDevice();
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|     }
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| 
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|     ImGui_ImplDX9_Shutdown();
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|     ImGui_ImplWin32_Shutdown();
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|     ImGui::DestroyContext();
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| 
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|     CleanupDeviceD3D();
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|     ::DestroyWindow(hwnd);
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|     ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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| 
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|     return 0;
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| }
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| 
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| // Helper functions
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| bool CreateDeviceD3D(HWND hWnd)
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| {
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|     if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)
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|         return false;
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| 
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|     // Create the D3DDevice
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|     ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
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|     g_d3dpp.Windowed = TRUE;
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|     g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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|     g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
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|     g_d3dpp.EnableAutoDepthStencil = TRUE;
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|     g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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|     g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;           // Present with vsync
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|     //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;   // Present without vsync, maximum unthrottled framerate
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|     if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
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|         return false;
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| 
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|     return true;
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| }
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| 
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| void CleanupDeviceD3D()
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| {
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|     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
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|     if (g_pD3D) { g_pD3D->Release(); g_pD3D = nullptr; }
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| }
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| 
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| void ResetDevice()
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| {
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|     ImGui_ImplDX9_InvalidateDeviceObjects();
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|     HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
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|     if (hr == D3DERR_INVALIDCALL)
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|         IM_ASSERT(0);
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|     ImGui_ImplDX9_CreateDeviceObjects();
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| }
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| 
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| #ifndef WM_DPICHANGED
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| #define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
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| #endif
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| 
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| // Forward declare message handler from imgui_impl_win32.cpp
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| extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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| 
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| // Win32 message handler
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| // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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| // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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| {
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|     if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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|         return true;
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| 
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|     switch (msg)
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|     {
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|     case WM_SIZE:
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|         if (wParam == SIZE_MINIMIZED)
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|             return 0;
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|         g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
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|         g_ResizeHeight = (UINT)HIWORD(lParam);
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|         return 0;
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|     case WM_SYSCOMMAND:
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|         if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
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|             return 0;
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|         break;
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|     case WM_DESTROY:
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|         ::PostQuitMessage(0);
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|         return 0;
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|     case WM_DPICHANGED:
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|         if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
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|         {
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|             //const int dpi = HIWORD(wParam);
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|             //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
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|             const RECT* suggested_rect = (RECT*)lParam;
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|             ::SetWindowPos(hWnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
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|         }
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|         break;
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|     }
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|     return ::DefWindowProcW(hWnd, msg, wParam, lParam);
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| }
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