2020-10-14 13:22:53 +03:00
// Dear ImGui: standalone example application for DirectX 9
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
2014-12-03 21:29:46 +03:00
2018-01-29 16:38:46 +03:00
# include "imgui.h"
2015-03-09 16:03:46 +03:00
# include "imgui_impl_dx9.h"
2018-06-08 20:37:33 +03:00
# include "imgui_impl_win32.h"
2016-05-03 12:12:59 +03:00
# include <d3d9.h>
2015-11-23 00:23:56 +03:00
# include <tchar.h>
2014-08-11 01:02:33 +04:00
2015-03-09 17:13:29 +03:00
// Data
2023-04-11 12:25:14 +03:00
static LPDIRECT3D9 g_pD3D = nullptr ;
static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr ;
2023-04-27 15:57:09 +03:00
static UINT g_ResizeWidth = 0 , g_ResizeHeight = 0 ;
2019-03-06 20:00:04 +03:00
static D3DPRESENT_PARAMETERS g_d3dpp = { } ;
2019-03-11 18:00:18 +03:00
// Forward declarations of helper functions
bool CreateDeviceD3D ( HWND hWnd ) ;
void CleanupDeviceD3D ( ) ;
void ResetDevice ( ) ;
LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
2014-08-11 01:02:33 +04:00
2019-03-11 18:00:18 +03:00
// Main code
2015-03-14 13:41:42 +03:00
int main ( int , char * * )
2015-03-09 16:03:46 +03:00
{
2015-03-09 16:45:23 +03:00
// Create application window
2020-08-18 18:50:45 +03:00
//ImGui_ImplWin32_EnableDpiAwareness();
2023-04-11 12:25:14 +03:00
WNDCLASSEXW wc = { sizeof ( wc ) , CS_CLASSDC , WndProc , 0L , 0L , GetModuleHandle ( nullptr ) , nullptr , nullptr , nullptr , nullptr , L " ImGui Example " , nullptr } ;
2022-09-28 17:57:09 +03:00
: : RegisterClassExW ( & wc ) ;
2023-04-11 12:25:14 +03:00
HWND hwnd = : : CreateWindowW ( wc . lpszClassName , L " Dear ImGui DirectX9 Example " , WS_OVERLAPPEDWINDOW , 100 , 100 , 1280 , 800 , nullptr , nullptr , wc . hInstance , nullptr ) ;
2014-08-19 15:09:13 +04:00
2015-03-09 16:03:46 +03:00
// Initialize Direct3D
2019-03-11 18:00:18 +03:00
if ( ! CreateDeviceD3D ( hwnd ) )
2014-08-19 15:09:13 +04:00
{
2019-03-06 20:00:04 +03:00
CleanupDeviceD3D ( ) ;
2022-09-28 17:57:09 +03:00
: : UnregisterClassW ( wc . lpszClassName , wc . hInstance ) ;
2019-03-06 20:00:04 +03:00
return 1 ;
2014-08-19 15:09:13 +04:00
}
2014-08-11 01:02:33 +04:00
2019-03-06 20:00:04 +03:00
// Show the window
2019-03-11 18:00:18 +03:00
: : ShowWindow ( hwnd , SW_SHOWDEFAULT ) ;
: : UpdateWindow ( hwnd ) ;
2014-08-11 01:02:33 +04:00
2018-11-08 18:06:22 +03:00
// Setup Dear ImGui context
2018-04-25 23:07:14 +03:00
IMGUI_CHECKVERSION ( ) ;
2018-01-21 22:09:30 +03:00
ImGui : : CreateContext ( ) ;
2018-02-06 21:58:23 +03:00
ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
2023-03-10 20:35:03 +03:00
io . ConfigFlags | = ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
io . ConfigFlags | = ImGuiConfigFlags_NavEnableGamepad ; // Enable Gamepad Controls
2023-03-10 20:40:04 +03:00
io . ConfigFlags | = ImGuiConfigFlags_DockingEnable ; // Enable Docking
io . ConfigFlags | = ImGuiConfigFlags_ViewportsEnable ; // Enable Multi-Viewport / Platform Windows
2019-03-11 13:07:23 +03:00
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
2018-11-08 18:06:22 +03:00
2018-12-21 00:58:34 +03:00
// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
2022-07-06 21:58:20 +03:00
//ImGui::StyleColorsLight();
2018-09-06 22:53:35 +03:00
2019-03-06 23:34:37 +03:00
// 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 ;
}
2020-10-12 18:34:22 +03:00
// Setup Platform/Renderer backends
2018-06-08 20:37:33 +03:00
ImGui_ImplWin32_Init ( hwnd ) ;
ImGui_ImplDX9_Init ( g_pd3dDevice ) ;
2015-07-15 18:05:17 +03:00
// Load Fonts
2019-01-20 19:56:17 +03:00
// - 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.
2023-04-11 12:25:14 +03:00
// - 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).
2017-10-28 19:21:44 +03:00
// - 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.
2022-09-19 18:45:05 +03:00
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
2020-06-09 17:29:00 +03:00
// - Read 'docs/FONTS.md' for more instructions and details.
2017-10-28 19:21:44 +03:00
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
2015-07-15 16:05:34 +03:00
//io.Fonts->AddFontDefault();
2022-09-19 18:45:05 +03:00
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
2018-01-31 18:00:07 +03:00
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
2023-04-11 12:25:14 +03:00
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
2014-08-14 03:01:41 +04:00
2023-02-03 22:54:44 +03:00
// Our state
bool show_demo_window = true ;
bool show_another_window = false ;
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
2015-03-09 16:03:46 +03:00
// Main loop
2023-02-03 22:54:44 +03:00
bool done = false ;
while ( ! done )
2014-08-14 03:01:41 +04:00
{
2023-02-03 22:54:44 +03:00
// Poll and handle messages (inputs, window resize, etc.)
// See the WndProc() function below for our to dispatch events to the Win32 backend.
MSG msg ;
2023-04-11 12:25:14 +03:00
while ( : : PeekMessage ( & msg , nullptr , 0U , 0U , PM_REMOVE ) )
2023-02-03 22:54:44 +03:00
{
: : TranslateMessage ( & msg ) ;
: : DispatchMessage ( & msg ) ;
if ( msg . message = = WM_QUIT )
done = true ;
}
if ( done )
2021-03-23 20:09:21 +03:00
break ;
2023-02-03 22:54:44 +03:00
2023-04-27 15:57:09 +03:00
// Handle window resize (we don't resize directly in the WM_SIZE handler)
if ( g_ResizeWidth ! = 0 & & g_ResizeHeight ! = 0 )
{
g_d3dpp . BackBufferWidth = g_ResizeWidth ;
g_d3dpp . BackBufferHeight = g_ResizeHeight ;
2023-05-20 15:01:34 +03:00
g_ResizeWidth = g_ResizeHeight = 0 ;
2023-04-27 15:57:09 +03:00
ResetDevice ( ) ;
}
2023-02-03 22:54:44 +03:00
// Start the Dear ImGui frame
ImGui_ImplDX9_NewFrame ( ) ;
ImGui_ImplWin32_NewFrame ( ) ;
ImGui : : NewFrame ( ) ;
// 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 ) ;
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f ;
static int counter = 0 ;
ImGui : : Begin ( " Hello, world! " ) ; // Create a window called "Hello, world!" and append into it.
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 ) ;
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
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (most widgets return true when edited/activated)
counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
2023-03-10 20:35:03 +03:00
ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / io . Framerate , io . Framerate ) ;
2023-02-03 22:54:44 +03:00
ImGui : : End ( ) ;
}
// 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 ( ) ;
}
// Rendering
ImGui : : EndFrame ( ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_ZENABLE , FALSE ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_ALPHABLENDENABLE , FALSE ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_SCISSORTESTENABLE , FALSE ) ;
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 ) ) ;
2023-04-11 12:25:14 +03:00
g_pd3dDevice - > Clear ( 0 , nullptr , D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER , clear_col_dx , 1.0f , 0 ) ;
2023-02-03 22:54:44 +03:00
if ( g_pd3dDevice - > BeginScene ( ) > = 0 )
{
ImGui : : Render ( ) ;
ImGui_ImplDX9_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
g_pd3dDevice - > EndScene ( ) ;
}
2023-02-04 00:38:39 +03:00
// Update and Render additional Platform Windows
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
ImGui : : UpdatePlatformWindows ( ) ;
ImGui : : RenderPlatformWindowsDefault ( ) ;
}
2023-04-11 12:25:14 +03:00
HRESULT result = g_pd3dDevice - > Present ( nullptr , nullptr , nullptr , nullptr ) ;
2023-02-03 22:54:44 +03:00
// Handle loss of D3D9 device
if ( result = = D3DERR_DEVICELOST & & g_pd3dDevice - > TestCooperativeLevel ( ) = = D3DERR_DEVICENOTRESET )
ResetDevice ( ) ;
2014-08-19 15:09:13 +04:00
}
2015-03-09 16:03:46 +03:00
ImGui_ImplDX9_Shutdown ( ) ;
2018-06-08 20:37:33 +03:00
ImGui_ImplWin32_Shutdown ( ) ;
2018-01-21 22:09:30 +03:00
ImGui : : DestroyContext ( ) ;
2019-03-06 20:00:04 +03:00
CleanupDeviceD3D ( ) ;
2019-03-11 18:00:18 +03:00
: : DestroyWindow ( hwnd ) ;
2022-09-28 17:57:09 +03:00
: : UnregisterClassW ( wc . lpszClassName , wc . hInstance ) ;
2015-03-09 16:03:46 +03:00
2014-08-11 01:02:33 +04:00
return 0 ;
}
2019-03-11 18:00:18 +03:00
// Helper functions
bool CreateDeviceD3D ( HWND hWnd )
{
2023-04-11 12:25:14 +03:00
if ( ( g_pD3D = Direct3DCreate9 ( D3D_SDK_VERSION ) ) = = nullptr )
2019-03-11 18:00:18 +03:00
return false ;
// Create the D3DDevice
ZeroMemory ( & g_d3dpp , sizeof ( g_d3dpp ) ) ;
g_d3dpp . Windowed = TRUE ;
g_d3dpp . SwapEffect = D3DSWAPEFFECT_DISCARD ;
2021-02-17 21:29:39 +03:00
g_d3dpp . BackBufferFormat = D3DFMT_UNKNOWN ; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
2019-03-11 18:00:18 +03:00
g_d3dpp . EnableAutoDepthStencil = TRUE ;
g_d3dpp . AutoDepthStencilFormat = D3DFMT_D16 ;
g_d3dpp . PresentationInterval = D3DPRESENT_INTERVAL_ONE ; // Present with vsync
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
if ( g_pD3D - > CreateDevice ( D3DADAPTER_DEFAULT , D3DDEVTYPE_HAL , hWnd , D3DCREATE_HARDWARE_VERTEXPROCESSING , & g_d3dpp , & g_pd3dDevice ) < 0 )
return false ;
return true ;
}
void CleanupDeviceD3D ( )
{
2023-04-11 12:25:14 +03:00
if ( g_pd3dDevice ) { g_pd3dDevice - > Release ( ) ; g_pd3dDevice = nullptr ; }
if ( g_pD3D ) { g_pD3D - > Release ( ) ; g_pD3D = nullptr ; }
2019-03-11 18:00:18 +03:00
}
void ResetDevice ( )
{
ImGui_ImplDX9_InvalidateDeviceObjects ( ) ;
HRESULT hr = g_pd3dDevice - > Reset ( & g_d3dpp ) ;
if ( hr = = D3DERR_INVALIDCALL )
IM_ASSERT ( 0 ) ;
ImGui_ImplDX9_CreateDeviceObjects ( ) ;
}
2019-03-11 18:08:16 +03:00
# ifndef WM_DPICHANGED
# define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
# endif
2020-02-17 12:11:26 +03:00
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
2019-03-11 18:00:18 +03:00
// Win32 message handler
2022-02-28 22:50:58 +03:00
// 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.
2019-03-11 18:00:18 +03:00
LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam )
{
if ( ImGui_ImplWin32_WndProcHandler ( hWnd , msg , wParam , lParam ) )
return true ;
switch ( msg )
{
case WM_SIZE :
2023-04-27 15:57:09 +03:00
if ( wParam = = SIZE_MINIMIZED )
return 0 ;
g_ResizeWidth = ( UINT ) LOWORD ( lParam ) ; // Queue resize
g_ResizeHeight = ( UINT ) HIWORD ( lParam ) ;
2019-03-11 18:00:18 +03:00
return 0 ;
case WM_SYSCOMMAND :
if ( ( wParam & 0xfff0 ) = = SC_KEYMENU ) // Disable ALT application menu
return 0 ;
break ;
case WM_DESTROY :
: : PostQuitMessage ( 0 ) ;
return 0 ;
2019-03-11 18:08:16 +03:00
case WM_DPICHANGED :
if ( ImGui : : GetIO ( ) . ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports )
{
//const int dpi = HIWORD(wParam);
//printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
const RECT * suggested_rect = ( RECT * ) lParam ;
2023-04-11 17:19:59 +03:00
: : SetWindowPos ( hWnd , nullptr , suggested_rect - > left , suggested_rect - > top , suggested_rect - > right - suggested_rect - > left , suggested_rect - > bottom - suggested_rect - > top , SWP_NOZORDER | SWP_NOACTIVATE ) ;
2019-03-11 18:08:16 +03:00
}
break ;
2019-03-11 18:00:18 +03:00
}
2022-12-07 00:33:53 +03:00
return : : DefWindowProcW ( hWnd , msg , wParam , lParam ) ;
2019-03-11 18:00:18 +03:00
}