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			182 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			182 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // ImGui - standalone example application for DirectX 9
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| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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| 
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| #include <imgui.h>
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| #include "imgui_impl_dx9.h"
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| #include <d3d9.h>
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| #define DIRECTINPUT_VERSION 0x0800
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| #include <dinput.h>
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| #include <tchar.h>
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| 
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| // Data
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| static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL;
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| static D3DPRESENT_PARAMETERS    g_d3dpp;
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| 
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| extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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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 (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
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|         {
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|             ImGui_ImplDX9_InvalidateDeviceObjects();
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|             g_d3dpp.BackBufferWidth  = LOWORD(lParam);
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|             g_d3dpp.BackBufferHeight = HIWORD(lParam);
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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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|         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 DefWindowProc(hWnd, msg, wParam, lParam);
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| }
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| 
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| int main(int, char**)
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| {
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|     // Create application window
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|     WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
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|     RegisterClassEx(&wc);
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|     HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
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| 
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|     // Initialize Direct3D
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|     LPDIRECT3D9 pD3D;
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|     if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
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|     {
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|         UnregisterClass(_T("ImGui Example"), wc.hInstance);
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|         return 0;
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|     }
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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;
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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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| 
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|     // Create the D3DDevice
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|     if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
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|     {
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|         pD3D->Release();
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|         UnregisterClass(_T("ImGui Example"), wc.hInstance);
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|         return 0;
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|     }
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| 
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|     // Setup ImGui binding
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|     ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
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| 
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|     // Setup style
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|     ImGui::StyleColorsClassic();
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|     //ImGui::StyleColorsDark();
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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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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|     // - 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.
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|     // - Read 'extra_fonts/README.txt' 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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|     //ImGuiIO& io = ImGui::GetIO();
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|     //io.Fonts->AddFontDefault();
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|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
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|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
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|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
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|     //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
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|     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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|     //IM_ASSERT(font != NULL);
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| 
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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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|     MSG msg;
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|     ZeroMemory(&msg, sizeof(msg));
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|     ShowWindow(hwnd, SW_SHOWDEFAULT);
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|     UpdateWindow(hwnd);
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|     while (msg.message != WM_QUIT)
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|     {
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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.
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|         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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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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|         if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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|         {
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|             TranslateMessage(&msg);
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|             DispatchMessage(&msg);
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|             continue;
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|         }
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|         ImGui_ImplDX9_NewFrame();
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| 
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|         // 1. Show a simple window.
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|         // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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|         {
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|             static float f = 0.0f;
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|             ImGui::Text("Hello, world!");                           // Some text (you can use a format string too)
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|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float as a slider from 0.0f to 1.0f
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|             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
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|             if (ImGui::Button("Demo Window"))                       // Use buttons to toggle our bools. We could use Checkbox() as well.
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|                 show_demo_window ^= 1;
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|             if (ImGui::Button("Another Window"))
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|                 show_another_window ^= 1;
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|             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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|         }
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| 
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|         // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
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|         if (show_another_window)
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|         {
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|             ImGui::Begin("Another Window", &show_another_window);
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|             ImGui::Text("Hello from another window!");
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|             ImGui::End();
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|         }
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| 
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|         // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
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|         if (show_demo_window)
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|         {
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|             ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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|             ImGui::ShowDemoWindow(&show_demo_window);
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|         }
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| 
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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((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
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|         g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
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|         if (g_pd3dDevice->BeginScene() >= 0)
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|         {
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|             ImGui::Render();
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|             g_pd3dDevice->EndScene();
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|         }
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|         HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
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| 
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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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|         {
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|             ImGui_ImplDX9_InvalidateDeviceObjects();
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|             g_pd3dDevice->Reset(&g_d3dpp);
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|             ImGui_ImplDX9_CreateDeviceObjects();
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|         }
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|     }
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| 
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|     ImGui_ImplDX9_Shutdown();
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|     if (g_pd3dDevice) g_pd3dDevice->Release();
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|     if (pD3D) pD3D->Release();
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|     UnregisterClass(_T("ImGui Example"), wc.hInstance);
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| 
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|     return 0;
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| }
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