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1 // Dear ImGui: standalone example application for DirectX 9
2 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
3 // Read online: https://github.com/ocornut/imgui/tree/master/docs
4 
5 #include "imgui.h"
6 #include "imgui_impl_dx9.h"
7 #include "imgui_impl_win32.h"
8 #include <d3d9.h>
9 #include <tchar.h>
10 
11 // Data
12 static LPDIRECT3D9              g_pD3D = NULL;
13 static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL;
14 static D3DPRESENT_PARAMETERS    g_d3dpp = {};
15 
16 // Forward declarations of helper functions
17 bool CreateDeviceD3D(HWND hWnd);
18 void CleanupDeviceD3D();
19 void ResetDevice();
20 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
21 
22 // Main code
main(int,char **)23 int main(int, char**)
24 {
25     // Create application window
26     //ImGui_ImplWin32_EnableDpiAwareness();
27     WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
28     ::RegisterClassEx(&wc);
29     HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
30 
31     // Initialize Direct3D
32     if (!CreateDeviceD3D(hwnd))
33     {
34         CleanupDeviceD3D();
35         ::UnregisterClass(wc.lpszClassName, wc.hInstance);
36         return 1;
37     }
38 
39     // Show the window
40     ::ShowWindow(hwnd, SW_SHOWDEFAULT);
41     ::UpdateWindow(hwnd);
42 
43     // Setup Dear ImGui context
44     IMGUI_CHECKVERSION();
45     ImGui::CreateContext();
46     ImGuiIO& io = ImGui::GetIO(); (void)io;
47     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
48     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
49 
50     // Setup Dear ImGui style
51     ImGui::StyleColorsDark();
52     //ImGui::StyleColorsClassic();
53 
54     // Setup Platform/Renderer backends
55     ImGui_ImplWin32_Init(hwnd);
56     ImGui_ImplDX9_Init(g_pd3dDevice);
57 
58     // Load Fonts
59     // - 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.
60     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
61     // - 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).
62     // - 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.
63     // - Read 'docs/FONTS.md' for more instructions and details.
64     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
65     //io.Fonts->AddFontDefault();
66     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
67     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
68     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
69     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
70     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
71     //IM_ASSERT(font != NULL);
72 
73     // Our state
74     bool show_demo_window = true;
75     bool show_another_window = false;
76     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
77 
78     // Main loop
79     bool done = false;
80     while (!done)
81     {
82         // Poll and handle messages (inputs, window resize, etc.)
83         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
84         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
85         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
86         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
87         MSG msg;
88         while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
89         {
90             ::TranslateMessage(&msg);
91             ::DispatchMessage(&msg);
92             if (msg.message == WM_QUIT)
93                 done = true;
94         }
95         if (done)
96             break;
97 
98         // Start the Dear ImGui frame
99         ImGui_ImplDX9_NewFrame();
100         ImGui_ImplWin32_NewFrame();
101         ImGui::NewFrame();
102 
103         // 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!).
104         if (show_demo_window)
105             ImGui::ShowDemoWindow(&show_demo_window);
106 
107         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
108         {
109             static float f = 0.0f;
110             static int counter = 0;
111 
112             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
113 
114             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
115             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
116             ImGui::Checkbox("Another Window", &show_another_window);
117 
118             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
119             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
120 
121             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
122                 counter++;
123             ImGui::SameLine();
124             ImGui::Text("counter = %d", counter);
125 
126             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
127             ImGui::End();
128         }
129 
130         // 3. Show another simple window.
131         if (show_another_window)
132         {
133             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)
134             ImGui::Text("Hello from another window!");
135             if (ImGui::Button("Close Me"))
136                 show_another_window = false;
137             ImGui::End();
138         }
139 
140         // Rendering
141         ImGui::EndFrame();
142         g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
143         g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
144         g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
145         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));
146         g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
147         if (g_pd3dDevice->BeginScene() >= 0)
148         {
149             ImGui::Render();
150             ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
151             g_pd3dDevice->EndScene();
152         }
153         HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
154 
155         // Handle loss of D3D9 device
156         if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
157             ResetDevice();
158     }
159 
160     ImGui_ImplDX9_Shutdown();
161     ImGui_ImplWin32_Shutdown();
162     ImGui::DestroyContext();
163 
164     CleanupDeviceD3D();
165     ::DestroyWindow(hwnd);
166     ::UnregisterClass(wc.lpszClassName, wc.hInstance);
167 
168     return 0;
169 }
170 
171 // Helper functions
172 
CreateDeviceD3D(HWND hWnd)173 bool CreateDeviceD3D(HWND hWnd)
174 {
175     if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
176         return false;
177 
178     // Create the D3DDevice
179     ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
180     g_d3dpp.Windowed = TRUE;
181     g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
182     g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
183     g_d3dpp.EnableAutoDepthStencil = TRUE;
184     g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
185     g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;           // Present with vsync
186     //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;   // Present without vsync, maximum unthrottled framerate
187     if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
188         return false;
189 
190     return true;
191 }
192 
CleanupDeviceD3D()193 void CleanupDeviceD3D()
194 {
195     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
196     if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
197 }
198 
ResetDevice()199 void ResetDevice()
200 {
201     ImGui_ImplDX9_InvalidateDeviceObjects();
202     HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
203     if (hr == D3DERR_INVALIDCALL)
204         IM_ASSERT(0);
205     ImGui_ImplDX9_CreateDeviceObjects();
206 }
207 
208 // Forward declare message handler from imgui_impl_win32.cpp
209 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
210 
211 // Win32 message handler
WndProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)212 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
213 {
214     if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
215         return true;
216 
217     switch (msg)
218     {
219     case WM_SIZE:
220         if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
221         {
222             g_d3dpp.BackBufferWidth = LOWORD(lParam);
223             g_d3dpp.BackBufferHeight = HIWORD(lParam);
224             ResetDevice();
225         }
226         return 0;
227     case WM_SYSCOMMAND:
228         if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
229             return 0;
230         break;
231     case WM_DESTROY:
232         ::PostQuitMessage(0);
233         return 0;
234     }
235     return ::DefWindowProc(hWnd, msg, wParam, lParam);
236 }
237