diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj
index 548f1d3db..3b638b7b8 100644
--- a/examples/directx9_example/directx9_example.vcxproj
+++ b/examples/directx9_example/directx9_example.vcxproj
@@ -48,7 +48,7 @@
Level3
Disabled
- $(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)
+ ..\..;$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)
true
@@ -63,7 +63,7 @@
MaxSpeed
true
true
- $(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)
+ ..\..;$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)
true
@@ -76,11 +76,13 @@
+
+
diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters
index 06afcb03f..13e1f412e 100644
--- a/examples/directx9_example/directx9_example.vcxproj.filters
+++ b/examples/directx9_example/directx9_example.vcxproj.filters
@@ -16,6 +16,9 @@
imgui
+
+ sources
+
@@ -24,5 +27,8 @@
imgui
+
+ sources
+
\ No newline at end of file
diff --git a/examples/directx9_example/imgui_impl_dx9.cpp b/examples/directx9_example/imgui_impl_dx9.cpp
new file mode 100644
index 000000000..9e0a342fc
--- /dev/null
+++ b/examples/directx9_example/imgui_impl_dx9.cpp
@@ -0,0 +1,262 @@
+// ImGui Win32 + DirectX9 binding
+// https://github.com/ocornut/imgui
+
+#include
+#include "imgui_impl_dx9.h"
+
+// DirectX
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+// Data
+static INT64 g_Time = 0;
+static INT64 g_TicksPerSecond = 0;
+static bool g_FontTextureLoaded = false;
+static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
+static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
+
+struct CUSTOMVERTEX
+{
+ D3DXVECTOR3 pos;
+ D3DCOLOR col;
+ D3DXVECTOR2 uv;
+};
+#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ size_t total_vtx_count = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+ if (total_vtx_count == 0)
+ return;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ CUSTOMVERTEX* vtx_dst;
+ if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
+ return;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ const ImDrawList* cmd_list = cmd_lists[n];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ vtx_dst->pos.x = vtx_src->pos.x;
+ vtx_dst->pos.y = vtx_src->pos.y;
+ vtx_dst->pos.z = 0.0f;
+ vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->uv.x = vtx_src->uv.x;
+ vtx_dst->uv.y = vtx_src->uv.y;
+ vtx_dst++;
+ vtx_src++;
+ }
+ }
+ g_pVB->Unlock();
+
+ g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
+ g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
+
+ // Setup render state: alpha-blending, no face culling, no depth testing
+ g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
+ g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
+ g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
+ g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
+ g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
+ g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
+ g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
+ g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
+ g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
+ g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
+ g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
+ g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
+ g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
+ g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
+ g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
+ g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
+
+ // Setup orthographic projection matrix
+ D3DXMATRIXA16 mat;
+ D3DXMatrixIdentity(&mat);
+ g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
+ g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
+ D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
+ g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ // Render command list
+ const ImDrawList* cmd_list = cmd_lists[n];
+ for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+ const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+ g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
+ g_pd3dDevice->SetScissorRect(&r);
+ g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+}
+
+LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_KEYDOWN:
+ if (wParam >= 0 && wParam < 256)
+ io.KeysDown[wParam] = 1;
+ return true;
+ case WM_KEYUP:
+ if (wParam >= 0 && wParam < 256)
+ io.KeysDown[wParam] = 0;
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ }
+ return 0;
+}
+
+void ImGui_ImplDX9_InitFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Build
+ unsigned char* pixels;
+ int width, height, bytes_per_pixel;
+ io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
+
+ // Create DX9 texture
+ LPDIRECT3DTEXTURE9 pTexture = NULL;
+ if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ D3DLOCKED_RECT tex_locked_rect;
+ if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ for (int y = 0; y < height; y++)
+ memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
+ pTexture->UnlockRect(0);
+
+ // Store our identifier
+ io.Fonts->TexID = (void *)pTexture;
+ g_FontTextureLoaded = true;
+}
+
+bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device, bool install_callbacks)
+{
+ g_pd3dDevice = device;
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
+ return false;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+ return false;
+
+ // FIXME
+ RECT rect;
+ GetClientRect((HWND)hwnd, &rect);
+ int display_w = (int)(rect.right - rect.left);
+ int display_h = (int)(rect.bottom - rect.top);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+
+ io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists;
+ io.ImeWindowHandle = hwnd;
+
+ // Create the vertex buffer
+ if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
+ return false;
+
+ return true;
+}
+
+void ImGui_ImplDX9_Shutdown()
+{
+ if (g_pVB)
+ {
+ g_pVB->Release();
+ g_pVB = NULL;
+ }
+ if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
+ {
+ tex->Release();
+ ImGui::GetIO().Fonts->TexID = 0;
+ }
+
+ ImGui::Shutdown();
+}
+
+void ImGui_ImplDX9_NewFrame()
+{
+ if (!g_FontTextureLoaded)
+ ImGui_ImplDX9_InitFontsTexture();
+
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
+ g_Time = current_time;
+
+ // Read keyboard modifiers inputs
+ io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
+ io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
+ // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
+ // io.MousePos : filled by WM_MOUSEMOVE events
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Start the frame
+ ImGui::NewFrame();
+}
diff --git a/examples/directx9_example/imgui_impl_dx9.h b/examples/directx9_example/imgui_impl_dx9.h
new file mode 100644
index 000000000..327ec25d8
--- /dev/null
+++ b/examples/directx9_example/imgui_impl_dx9.h
@@ -0,0 +1,16 @@
+// ImGui Win32 + DirectX9 binding
+// https://github.com/ocornut/imgui
+
+struct IDirect3DDevice9;
+
+bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device, bool install_callbacks);
+void ImGui_ImplDX9_InitFontsTexture();
+void ImGui_ImplDX9_Shutdown();
+void ImGui_ImplDX9_NewFrame();
+
+// Handler for Win32 messages, update mouse/keyboard data.
+// You may or not need this for your implementation, but it can serve as reference for handling inputs.
+// Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code.
+/*
+extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 4b73328c3..6bfd91e72 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,112 +1,44 @@
// ImGui - standalone example application for DirectX 9
+// TODO: Allow resizing the application window.
#include
-#include "../../imgui.h"
-
-// DirectX 9
+#include
+#include "imgui_impl_dx9.h"
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-
-static HWND hWnd;
-static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
-static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
-static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
-struct CUSTOMVERTEX
+extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
- D3DXVECTOR3 pos;
- D3DCOLOR col;
- D3DXVECTOR2 uv;
-};
-#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
+ if (ImGui_ImplDX9_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// If text or lines are blurry when integrating ImGui in your engine:
-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
-{
- size_t total_vtx_count = 0;
- for (int n = 0; n < cmd_lists_count; n++)
- total_vtx_count += cmd_lists[n]->vtx_buffer.size();
- if (total_vtx_count == 0)
- return;
-
- // Copy and convert all vertices into a single contiguous buffer
- CUSTOMVERTEX* vtx_dst;
- if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
- return;
- for (int n = 0; n < cmd_lists_count; n++)
+ switch (msg)
{
- const ImDrawList* cmd_list = cmd_lists[n];
- const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
- for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
- {
- vtx_dst->pos.x = vtx_src->pos.x;
- vtx_dst->pos.y = vtx_src->pos.y;
- vtx_dst->pos.z = 0.0f;
- vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- vtx_dst->uv.x = vtx_src->uv.x;
- vtx_dst->uv.y = vtx_src->uv.y;
- vtx_dst++;
- vtx_src++;
- }
- }
- g_pVB->Unlock();
-
- g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
- g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
-
- // Setup render state: alpha-blending, no face culling, no depth testing
- g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
- g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
- g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
- g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
- g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
- g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
- g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
- g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
- g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
- g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
- g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
- g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
- g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
- g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
- g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
- g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
-
- // Setup orthographic projection matrix
- D3DXMATRIXA16 mat;
- D3DXMatrixIdentity(&mat);
- g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
- g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
- D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
- g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
-
- // Render command lists
- int vtx_offset = 0;
- for (int n = 0; n < cmd_lists_count; n++)
- {
- // Render command list
- const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
- const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
- g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
- g_pd3dDevice->SetScissorRect(&r);
- g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
- vtx_offset += pcmd->vtx_count;
- }
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ return 0;
}
+ return DefWindowProc(hWnd, msg, wParam, lParam);
}
-HRESULT InitDeviceD3D(HWND hWnd)
+int main(int argc, char** argv)
{
- if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
- return E_FAIL;
+ // Register the window class
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
+ RegisterClassEx(&wc);
+ // Create the application's window
+ HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ // Initialize Direct3D
+ LPDIRECT3D9 pD3D;
+ if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
+ {
+ UnregisterClass(L"ImGui Example", wc.hInstance);
+ return 0;
+ }
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
@@ -117,207 +49,32 @@ HRESULT InitDeviceD3D(HWND hWnd)
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
// Create the D3DDevice
- if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
- return E_FAIL;
-
- return S_OK;
-}
-
-void CleanupDevice()
-{
- // InitImGui
- if (g_pVB) g_pVB->Release();
-
- // InitDeviceD3D
- if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
- tex->Release();
- if (g_pd3dDevice) g_pd3dDevice->Release();
- if (g_pD3D) g_pD3D->Release();
-}
-
-LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
-{
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
+ LPDIRECT3DDEVICE9 pd3dDevice = NULL;
+ if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &pd3dDevice) < 0)
{
- case WM_LBUTTONDOWN:
- io.MouseDown[0] = true;
- return true;
- case WM_LBUTTONUP:
- io.MouseDown[0] = false;
- return true;
- case WM_RBUTTONDOWN:
- io.MouseDown[1] = true;
- return true;
- case WM_RBUTTONUP:
- io.MouseDown[1] = false;
- return true;
- case WM_MOUSEWHEEL:
- io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return true;
- case WM_MOUSEMOVE:
- // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
- io.MousePos.x = (signed short)(lParam);
- io.MousePos.y = (signed short)(lParam >> 16);
- return true;
- case WM_KEYDOWN:
- if (wParam >= 0 && wParam < 256)
- io.KeysDown[wParam] = 1;
- return true;
- case WM_KEYUP:
- if (wParam >= 0 && wParam < 256)
- io.KeysDown[wParam] = 0;
- return true;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacter((unsigned short)wParam);
- return true;
- case WM_DESTROY:
- CleanupDevice();
- PostQuitMessage(0);
+ pD3D->Release();
+ UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
- return DefWindowProc(hWnd, msg, wParam, lParam);
-}
-void LoadFontsTexture()
-{
- // Load one or more font
- ImGuiIO& io = ImGui::GetIO();
+ ShowWindow(hwnd, SW_SHOWDEFAULT);
+ UpdateWindow(hwnd);
+
+ // ImGui
+ ImGui_ImplDX9_Init(hwnd, pd3dDevice, true);
+ //ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
-
- // Build
- unsigned char* pixels;
- int width, height, bytes_per_pixel;
- io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
-
- // Create texture
- LPDIRECT3DTEXTURE9 pTexture = NULL;
- if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
- {
- IM_ASSERT(0);
- return;
- }
-
- // Copy pixels
- D3DLOCKED_RECT tex_locked_rect;
- if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
- {
- IM_ASSERT(0);
- return;
- }
- for (int y = 0; y < height; y++)
- memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
- pTexture->UnlockRect(0);
-
- // Store our identifier
- io.Fonts->TexID = (void *)pTexture;
-}
-
-void InitImGui()
-{
- RECT rect;
- GetClientRect(hWnd, &rect);
- int display_w = (int)(rect.right - rect.left);
- int display_h = (int)(rect.bottom - rect.top);
-
- ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
- io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
-
- io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeWindowHandle = hWnd;
-
- // Create the vertex buffer
- if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
- {
- IM_ASSERT(0);
- return;
- }
-
- LoadFontsTexture();
-}
-
-INT64 ticks_per_second = 0;
-INT64 last_time = 0;
-
-void UpdateImGui()
-{
- ImGuiIO& io = ImGui::GetIO();
-
- // Setup time step
- INT64 current_time;
- QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
- last_time = current_time;
-
- // Read keyboard modifiers inputs
- io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
- // io.MousePos : filled by WM_MOUSEMOVE events
- // io.MouseDown : filled by WM_*BUTTON* events
- // io.MouseWheel : filled by WM_MOUSEWHEEL events
-
- // Start the frame
- ImGui::NewFrame();
-}
-
-int main(int argc, char** argv)
-{
- // Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
- RegisterClassEx(&wc);
-
- // Create the application's window
- hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
-
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
- return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
- return 1;
-
- // Initialize Direct3D
- if (InitDeviceD3D(hWnd) < 0)
- {
- CleanupDevice();
- UnregisterClass(L"ImGui Example", wc.hInstance);
- return 1;
- }
-
- // Show the window
- ShowWindow(hWnd, SW_SHOWDEFAULT);
- UpdateWindow(hWnd);
-
- InitImGui();
+ ImGui_ImplDX9_InitFontsTexture();
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154);
- // Enter the message loop
+ // Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
@@ -328,7 +85,7 @@ int main(int argc, char** argv)
DispatchMessage(&msg);
continue;
}
- UpdateImGui();
+ ImGui_ImplDX9_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"
@@ -358,21 +115,24 @@ int main(int argc, char** argv)
}
// Rendering
- g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
- g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
- g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
+ pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
+ pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
+ pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_col.x*255.0f), (int)(clear_col.y*255.0f), (int)(clear_col.z*255.0f), (int)(clear_col.w*255.0f));
- g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
- if (g_pd3dDevice->BeginScene() >= 0)
+ pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
+ if (pd3dDevice->BeginScene() >= 0)
{
ImGui::Render();
- g_pd3dDevice->EndScene();
+ pd3dDevice->EndScene();
}
- g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
+ pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
- ImGui::Shutdown();
+ ImGui_ImplDX9_Shutdown();
+ if (pd3dDevice) pd3dDevice->Release();
+ if (pD3D) pD3D->Release();
UnregisterClass(L"ImGui Example", wc.hInstance);
+
return 0;
}