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			283 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			283 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Dear ImGui: standalone example application for DirectX 11
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| 
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| // Learn about Dear ImGui:
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| // - FAQ                  https://dearimgui.com/faq
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| // - Getting Started      https://dearimgui.com/getting-started
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| // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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| // - Introduction, links and more at the top of imgui.cpp
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| 
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| #include "imgui.h"
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| #include "imgui_impl_win32.h"
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| #include "imgui_impl_dx11.h"
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| #include <d3d11.h>
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| #include <tchar.h>
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| 
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| // Data
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| static ID3D11Device*            g_pd3dDevice = nullptr;
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| static ID3D11DeviceContext*     g_pd3dDeviceContext = nullptr;
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| static IDXGISwapChain*          g_pSwapChain = nullptr;
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| static bool                     g_SwapChainOccluded = false;
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| static UINT                     g_ResizeWidth = 0, g_ResizeHeight = 0;
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| static ID3D11RenderTargetView*  g_mainRenderTargetView = nullptr;
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| 
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| // Forward declarations of helper functions
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| bool CreateDeviceD3D(HWND hWnd);
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| void CleanupDeviceD3D();
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| void CreateRenderTarget();
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| void CleanupRenderTarget();
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| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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| 
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| // Main code
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| int main(int, char**)
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| {
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|     // Make process DPI aware and obtain main monitor scale
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|     ImGui_ImplWin32_EnableDpiAwareness();
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|     float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
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| 
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|     // Create application window
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|     WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
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|     ::RegisterClassExW(&wc);
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|     HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
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| 
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|     // Initialize Direct3D
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|     if (!CreateDeviceD3D(hwnd))
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|     {
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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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| 
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|     // Show the window
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|     ::ShowWindow(hwnd, SW_SHOWDEFAULT);
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|     ::UpdateWindow(hwnd);
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| 
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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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| 
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|     // Setup Dear ImGui style
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|     ImGui::StyleColorsDark();
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|     //ImGui::StyleColorsLight();
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| 
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|     // Setup scaling
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|     ImGuiStyle& style = ImGui::GetStyle();
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|     style.ScaleAllSizes(main_scale);        // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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|     style.FontScaleDpi = main_scale;        // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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| 
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|     // Setup Platform/Renderer backends
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|     ImGui_ImplWin32_Init(hwnd);
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|     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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| 
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|     // Load Fonts
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|     // - 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.
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|     // - 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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|     // - 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 \\ !
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|     //style.FontSizeBase = 20.0f;
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|     //io.Fonts->AddFontDefault();
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|     //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
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|     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
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|     //IM_ASSERT(font != nullptr);
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| 
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|     // Our state
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|     bool show_demo_window = true;
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|     bool show_another_window = false;
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|     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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| 
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|     // Main loop
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|     bool done = false;
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|     while (!done)
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|     {
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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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|         {
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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 being minimized or screen locked
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|         if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
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|         {
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|             ::Sleep(10);
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|             continue;
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|         }
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|         g_SwapChainOccluded = false;
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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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|         {
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|             CleanupRenderTarget();
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|             g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0);
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|             g_ResizeWidth = g_ResizeHeight = 0;
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|             CreateRenderTarget();
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|         }
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| 
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|         // Start the Dear ImGui frame
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|         ImGui_ImplDX11_NewFrame();
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|         ImGui_ImplWin32_NewFrame();
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|         ImGui::NewFrame();
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| 
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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!).
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|         if (show_demo_window)
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|             ImGui::ShowDemoWindow(&show_demo_window);
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| 
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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;
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|             static int counter = 0;
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| 
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|             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
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| 
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|             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
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|             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
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|             ImGui::Checkbox("Another Window", &show_another_window);
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| 
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|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
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|             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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| 
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|             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
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|                 counter++;
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|             ImGui::SameLine();
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|             ImGui::Text("counter = %d", counter);
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| 
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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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|         }
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| 
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|         // 3. Show another simple window.
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|         if (show_another_window)
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|         {
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|             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)
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|             ImGui::Text("Hello from another window!");
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|             if (ImGui::Button("Close Me"))
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|                 show_another_window = false;
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|             ImGui::End();
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|         }
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| 
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|         // Rendering
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|         ImGui::Render();
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|         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);
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|         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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| 
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|         // Present
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|         HRESULT hr = g_pSwapChain->Present(1, 0);   // Present with vsync
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|         //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
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|         g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
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|     }
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| 
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|     // Cleanup
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|     ImGui_ImplDX11_Shutdown();
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|     ImGui_ImplWin32_Shutdown();
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|     ImGui::DestroyContext();
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| 
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|     CleanupDeviceD3D();
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|     ::DestroyWindow(hwnd);
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|     ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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| 
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|     return 0;
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| }
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| 
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| // Helper functions
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| 
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| bool CreateDeviceD3D(HWND hWnd)
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| {
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|     // Setup swap chain
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|     DXGI_SWAP_CHAIN_DESC sd;
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|     ZeroMemory(&sd, sizeof(sd));
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|     sd.BufferCount = 2;
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|     sd.BufferDesc.Width = 0;
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|     sd.BufferDesc.Height = 0;
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|     sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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|     sd.BufferDesc.RefreshRate.Numerator = 60;
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|     sd.BufferDesc.RefreshRate.Denominator = 1;
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|     sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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|     sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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|     sd.OutputWindow = hWnd;
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|     sd.SampleDesc.Count = 1;
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|     sd.SampleDesc.Quality = 0;
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|     sd.Windowed = TRUE;
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|     sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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| 
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|     UINT createDeviceFlags = 0;
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|     //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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|     D3D_FEATURE_LEVEL featureLevel;
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|     const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
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|     HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
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|     if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
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|         res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
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|     if (res != S_OK)
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|         return false;
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| 
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|     CreateRenderTarget();
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|     return true;
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| }
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| 
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| void CleanupDeviceD3D()
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| {
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|     CleanupRenderTarget();
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|     if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
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|     if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
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|     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
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| }
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| 
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| void CreateRenderTarget()
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| {
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|     ID3D11Texture2D* pBackBuffer;
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|     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();
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| }
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| 
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| void CleanupRenderTarget()
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| {
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|     if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
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| }
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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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| 
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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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| {
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|     if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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|         return true;
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| 
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|     switch (msg)
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|     {
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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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|     }
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|     return ::DefWindowProcW(hWnd, msg, wParam, lParam);
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| }
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