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// Dear ImGui: standalone example application for SDL2 + DirectX 11
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
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# include "imgui.h"
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# include "imgui_impl_sdl2.h"
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# include "imgui_impl_dx11.h"
# include <d3d11.h>
# include <stdio.h>
# include <SDL.h>
# include <SDL_syswm.h>
// Data
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static ID3D11Device * g_pd3dDevice = nullptr ;
static ID3D11DeviceContext * g_pd3dDeviceContext = nullptr ;
static IDXGISwapChain * g_pSwapChain = nullptr ;
static ID3D11RenderTargetView * g_mainRenderTargetView = nullptr ;
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// Forward declarations of helper functions
bool CreateDeviceD3D ( HWND hWnd ) ;
void CleanupDeviceD3D ( ) ;
void CreateRenderTarget ( ) ;
void CleanupRenderTarget ( ) ;
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// Main code
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int main ( int , char * * )
{
// Setup SDL
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// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
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if ( SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER ) ! = 0 )
{
printf ( " Error: %s \n " , SDL_GetError ( ) ) ;
return - 1 ;
}
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// From 2.0.18: Enable native IME.
# ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint ( SDL_HINT_IME_SHOW_UI , " 1 " ) ;
# endif
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// Setup window
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SDL_WindowFlags window_flags = ( SDL_WindowFlags ) ( SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI ) ;
SDL_Window * window = SDL_CreateWindow ( " Dear ImGui SDL2+DirectX11 example " , SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED , 1280 , 720 , window_flags ) ;
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if ( window = = nullptr )
{
printf ( " Error: SDL_CreateWindow(): %s \n " , SDL_GetError ( ) ) ;
return - 1 ;
}
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SDL_SysWMinfo wmInfo ;
SDL_VERSION ( & wmInfo . version ) ;
SDL_GetWindowWMInfo ( window , & wmInfo ) ;
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HWND hwnd = ( HWND ) wmInfo . info . win . window ;
// Initialize Direct3D
if ( ! CreateDeviceD3D ( hwnd ) )
{
CleanupDeviceD3D ( ) ;
return 1 ;
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION ( ) ;
ImGui : : CreateContext ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
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io . ConfigFlags | = ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
io . ConfigFlags | = ImGuiConfigFlags_NavEnableGamepad ; // Enable Gamepad Controls
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io . ConfigFlags | = ImGuiConfigFlags_DockingEnable ; // Enable Docking
io . ConfigFlags | = ImGuiConfigFlags_ViewportsEnable ; // Enable Multi-Viewport / Platform Windows
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//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
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// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
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//ImGui::StyleColorsLight();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle & style = ImGui : : GetStyle ( ) ;
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
style . WindowRounding = 0.0f ;
style . Colors [ ImGuiCol_WindowBg ] . w = 1.0f ;
}
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForD3D ( window ) ;
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.
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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 \\ !
//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//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());
//IM_ASSERT(font != nullptr);
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// Our state
bool show_demo_window = true ;
bool show_another_window = false ;
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
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// Main loop
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bool done = false ;
while ( ! done )
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{
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// Poll and handle events (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, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event ;
while ( SDL_PollEvent ( & event ) )
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{
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ImGui_ImplSDL2_ProcessEvent ( & event ) ;
if ( event . type = = SDL_QUIT )
done = true ;
if ( event . type = = SDL_WINDOWEVENT & & event . window . event = = SDL_WINDOWEVENT_CLOSE & & event . window . windowID = = SDL_GetWindowID ( window ) )
done = true ;
if ( event . type = = SDL_WINDOWEVENT & & event . window . event = = SDL_WINDOWEVENT_RESIZED & & event . window . windowID = = SDL_GetWindowID ( window ) )
{
// Release all outstanding references to the swap chain's buffers before resizing.
CleanupRenderTarget ( ) ;
g_pSwapChain - > ResizeBuffers ( 0 , 0 , 0 , DXGI_FORMAT_UNKNOWN , 0 ) ;
CreateRenderTarget ( ) ;
}
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}
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// Start the Dear ImGui frame
ImGui_ImplDX11_NewFrame ( ) ;
ImGui_ImplSDL2_NewFrame ( ) ;
ImGui : : NewFrame ( ) ;
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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!).
if ( show_demo_window )
ImGui : : ShowDemoWindow ( & show_demo_window ) ;
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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 ;
static int counter = 0 ;
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ImGui : : Begin ( " Hello, world! " ) ; // Create a window called "Hello, world!" and append into it.
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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 ) ;
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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
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if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (most widgets return true when edited/activated)
counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
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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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// 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 ( ) ;
}
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// Rendering
ImGui : : Render ( ) ;
const float clear_color_with_alpha [ 4 ] = { clear_color . x * clear_color . w , clear_color . y * clear_color . w , clear_color . z * clear_color . w , clear_color . w } ;
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g_pd3dDeviceContext - > OMSetRenderTargets ( 1 , & g_mainRenderTargetView , nullptr ) ;
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g_pd3dDeviceContext - > ClearRenderTargetView ( g_mainRenderTargetView , clear_color_with_alpha ) ;
ImGui_ImplDX11_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
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// Update and Render additional Platform Windows
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
ImGui : : UpdatePlatformWindows ( ) ;
ImGui : : RenderPlatformWindowsDefault ( ) ;
}
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g_pSwapChain - > Present ( 1 , 0 ) ; // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
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}
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// Cleanup
ImGui_ImplDX11_Shutdown ( ) ;
ImGui_ImplSDL2_Shutdown ( ) ;
ImGui : : DestroyContext ( ) ;
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CleanupDeviceD3D ( ) ;
SDL_DestroyWindow ( window ) ;
SDL_Quit ( ) ;
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return 0 ;
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}
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// Helper functions to use DirectX11
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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 , } ;
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if ( D3D11CreateDeviceAndSwapChain ( nullptr , D3D_DRIVER_TYPE_HARDWARE , nullptr , createDeviceFlags , featureLevelArray , 2 , D3D11_SDK_VERSION , & sd , & g_pSwapChain , & g_pd3dDevice , & featureLevel , & g_pd3dDeviceContext ) ! = S_OK )
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return false ;
CreateRenderTarget ( ) ;
return true ;
}
void CleanupDeviceD3D ( )
{
CleanupRenderTarget ( ) ;
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if ( g_pSwapChain ) { g_pSwapChain - > Release ( ) ; g_pSwapChain = nullptr ; }
if ( g_pd3dDeviceContext ) { g_pd3dDeviceContext - > Release ( ) ; g_pd3dDeviceContext = nullptr ; }
if ( g_pd3dDevice ) { g_pd3dDevice - > Release ( ) ; g_pd3dDevice = nullptr ; }
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}
void CreateRenderTarget ( )
{
ID3D11Texture2D * pBackBuffer ;
g_pSwapChain - > GetBuffer ( 0 , IID_PPV_ARGS ( & pBackBuffer ) ) ;
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g_pd3dDevice - > CreateRenderTargetView ( pBackBuffer , nullptr , & g_mainRenderTargetView ) ;
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pBackBuffer - > Release ( ) ;
}
void CleanupRenderTarget ( )
{
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if ( g_mainRenderTargetView ) { g_mainRenderTargetView - > Release ( ) ; g_mainRenderTargetView = nullptr ; }
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}