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