mirror of
https://gitea.tendokyu.moe/beerpsi/segatools-configurator.git
synced 2024-11-23 23:00:57 +01:00
241 lines
7.8 KiB
C++
241 lines
7.8 KiB
C++
#include <format>
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#include <imgui.h>
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#include <backends/imgui_impl_dx9.h>
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#include <backends/imgui_impl_win32.h>
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#include <d3d9.h>
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#include <tchar.h>
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#include "imgui_internal.h"
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#include "configurator.h"
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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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static Configurator* g_Configurator = nullptr;
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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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int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEXW wc = {
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sizeof(wc),
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CS_CLASSDC,
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WndProc,
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0L,
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0L,
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GetModuleHandle(nullptr),
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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L"SegaTools Configurator",
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nullptr
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};
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RegisterClassExW(&wc);
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HWND hwnd = CreateWindowW(
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wc.lpszClassName,
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L"SegaTools Configurator",
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WS_OVERLAPPEDWINDOW,
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100, 100, 800, 600,
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nullptr,
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nullptr,
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wc.hInstance,
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nullptr
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);
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// Initialize Direct3D
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if (!CreateDeviceD3D(hwnd)) {
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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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ShowWindow(hwnd, SW_SHOWDEFAULT);
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UpdateWindow(hwnd);
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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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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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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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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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bool done = false;
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g_Configurator = new Configurator();
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while (!done) {
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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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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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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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// 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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ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->Pos);
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ImVec2 viewportSize = viewport->Size;
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ImGui::SetNextWindowSize(viewportSize);
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// ImGui::SetNextWindowViewport(viewport->ID);
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize |
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ImGuiWindowFlags_NoMove;
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window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
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static bool p_open = true;
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ImGui::Begin("segatools configurator", &p_open, window_flags);
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g_Configurator->build_content();
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ImGui::End();
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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(
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(int)(clear_color.x * clear_color.w * 255.0f),
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(int)(clear_color.y * clear_color.w * 255.0f),
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(int)(clear_color.z * clear_color.w * 255.0f),
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(int)(clear_color.w * 255.0f)
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);
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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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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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HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr);
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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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CleanupDeviceD3D();
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DestroyWindow(hwnd);
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UnregisterClassW(wc.lpszClassName, wc.hInstance);
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return 0;
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}
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// Helper functions
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bool CreateDeviceD3D(HWND hWnd) {
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if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)
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return false;
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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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return true;
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}
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void CleanupDeviceD3D() {
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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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void ResetDevice() {
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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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// 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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// 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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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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return true;
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switch (msg) {
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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_KEYDOWN:
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g_Configurator->set_key_code(wParam);
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default:
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return DefWindowProcW(hWnd, msg, wParam, lParam);
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}
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return DefWindowProcW(hWnd, msg, wParam, lParam);
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}
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