mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-24 15:50:25 +01:00
217 lines
7.7 KiB
C++
217 lines
7.7 KiB
C++
// ImGui - standalone example application for DirectX 10
|
|
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
|
|
|
#include <imgui.h>
|
|
#include "imgui_impl_dx10.h"
|
|
#include <d3d10_1.h>
|
|
#include <d3d10.h>
|
|
#include <d3dcompiler.h>
|
|
#define DIRECTINPUT_VERSION 0x0800
|
|
#include <dinput.h>
|
|
#include <tchar.h>
|
|
|
|
// Data
|
|
static ID3D10Device* g_pd3dDevice = NULL;
|
|
static IDXGISwapChain* g_pSwapChain = NULL;
|
|
static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
|
|
|
|
void CreateRenderTarget()
|
|
{
|
|
DXGI_SWAP_CHAIN_DESC sd;
|
|
g_pSwapChain->GetDesc(&sd);
|
|
|
|
// Create the render target
|
|
ID3D10Texture2D* pBackBuffer;
|
|
D3D10_RENDER_TARGET_VIEW_DESC render_target_view_desc;
|
|
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
|
|
render_target_view_desc.Format = sd.BufferDesc.Format;
|
|
render_target_view_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
|
|
g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
|
|
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
|
|
g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
|
pBackBuffer->Release();
|
|
}
|
|
|
|
void CleanupRenderTarget()
|
|
{
|
|
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
|
}
|
|
|
|
HRESULT 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 |= D3D10_CREATE_DEVICE_DEBUG;
|
|
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
|
|
return E_FAIL;
|
|
|
|
// Setup rasterizer
|
|
{
|
|
D3D10_RASTERIZER_DESC RSDesc;
|
|
memset(&RSDesc, 0, sizeof(D3D10_RASTERIZER_DESC));
|
|
RSDesc.FillMode = D3D10_FILL_SOLID;
|
|
RSDesc.CullMode = D3D10_CULL_NONE;
|
|
RSDesc.FrontCounterClockwise = FALSE;
|
|
RSDesc.DepthBias = 0;
|
|
RSDesc.SlopeScaledDepthBias = 0.0f;
|
|
RSDesc.DepthBiasClamp = 0;
|
|
RSDesc.DepthClipEnable = TRUE;
|
|
RSDesc.ScissorEnable = TRUE;
|
|
RSDesc.AntialiasedLineEnable = FALSE;
|
|
RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
|
|
|
|
ID3D10RasterizerState* pRState = NULL;
|
|
g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
|
|
g_pd3dDevice->RSSetState(pRState);
|
|
pRState->Release();
|
|
}
|
|
|
|
CreateRenderTarget();
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
void CleanupDeviceD3D()
|
|
{
|
|
CleanupRenderTarget();
|
|
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
|
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
|
}
|
|
|
|
extern LRESULT ImGui_ImplDX10_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
|
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
if (ImGui_ImplDX10_WndProcHandler(hWnd, msg, wParam, lParam))
|
|
return true;
|
|
|
|
switch (msg)
|
|
{
|
|
case WM_SIZE:
|
|
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
|
{
|
|
ImGui_ImplDX10_InvalidateDeviceObjects();
|
|
CleanupRenderTarget();
|
|
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
|
CreateRenderTarget();
|
|
ImGui_ImplDX10_CreateDeviceObjects();
|
|
}
|
|
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);
|
|
}
|
|
|
|
int main(int, char**)
|
|
{
|
|
// Create application window
|
|
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
|
|
RegisterClassEx(&wc);
|
|
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
|
|
|
// Initialize Direct3D
|
|
if (CreateDeviceD3D(hwnd) < 0)
|
|
{
|
|
CleanupDeviceD3D();
|
|
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
|
return 1;
|
|
}
|
|
|
|
// Show the window
|
|
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
|
UpdateWindow(hwnd);
|
|
|
|
// Setup ImGui binding
|
|
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
|
|
|
|
// Load Fonts
|
|
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
|
|
//ImGuiIO& io = ImGui::GetIO();
|
|
//io.Fonts->AddFontDefault();
|
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
|
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
|
|
|
bool show_test_window = true;
|
|
bool show_another_window = false;
|
|
ImVec4 clear_col = ImColor(114, 144, 154);
|
|
|
|
// Main loop
|
|
MSG msg;
|
|
ZeroMemory(&msg, sizeof(msg));
|
|
while (msg.message != WM_QUIT)
|
|
{
|
|
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
|
{
|
|
TranslateMessage(&msg);
|
|
DispatchMessage(&msg);
|
|
continue;
|
|
}
|
|
ImGui_ImplDX10_NewFrame();
|
|
|
|
// 1. Show a simple window
|
|
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
|
{
|
|
static float f = 0.0f;
|
|
ImGui::Text("Hello, world!");
|
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
|
ImGui::ColorEdit3("clear color", (float*)&clear_col);
|
|
if (ImGui::Button("Test Window")) show_test_window ^= 1;
|
|
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
|
}
|
|
|
|
// 2. Show another simple window, this time using an explicit Begin/End pair
|
|
if (show_another_window)
|
|
{
|
|
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
|
|
ImGui::Begin("Another Window", &show_another_window);
|
|
ImGui::Text("Hello");
|
|
ImGui::End();
|
|
}
|
|
|
|
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
|
if (show_test_window)
|
|
{
|
|
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
|
ImGui::ShowTestWindow(&show_test_window);
|
|
}
|
|
|
|
// Rendering
|
|
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
|
|
ImGui::Render();
|
|
g_pSwapChain->Present(0, 0);
|
|
}
|
|
|
|
ImGui_ImplDX10_Shutdown();
|
|
CleanupDeviceD3D();
|
|
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
|
|
|
return 0;
|
|
}
|