1// Dear ImGui: standalone example application for DirectX 11
2
3// Learn about Dear ImGui:
4// - FAQ https://dearimgui.com/faq
5// - Getting Started https://dearimgui.com/getting-started
6// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
7// - Introduction, links and more at the top of imgui.cpp
8
9#include "imgui.h"
10#include "imgui_impl_win32.h"
11#include "imgui_impl_dx11.h"
12#include <d3d11.h>
13#include <tchar.h>
14
15// Data
16static ID3D11Device* g_pd3dDevice = nullptr;
17static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
18static IDXGISwapChain* g_pSwapChain = nullptr;
19static bool g_SwapChainOccluded = false;
20static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
21static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
22
23// Forward declarations of helper functions
24bool CreateDeviceD3D(HWND hWnd);
25void CleanupDeviceD3D();
26void CreateRenderTarget();
27void CleanupRenderTarget();
28LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
29
30// Main code
31int main(int, char**)
32{
33 // Create application window
34 //ImGui_ImplWin32_EnableDpiAwareness();
35 WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
36 ::RegisterClassExW(&wc);
37 HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
38
39 // Initialize Direct3D
40 if (!CreateDeviceD3D(hwnd))
41 {
42 CleanupDeviceD3D();
43 ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
44 return 1;
45 }
46
47 // Show the window
48 ::ShowWindow(hwnd, SW_SHOWDEFAULT);
49 ::UpdateWindow(hwnd);
50
51 // Setup Dear ImGui context
52 IMGUI_CHECKVERSION();
53 ImGui::CreateContext();
54 ImGuiIO& io = ImGui::GetIO(); (void)io;
55 io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
56 io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
57 io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
58 io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
59 //io.ConfigViewportsNoAutoMerge = true;
60 //io.ConfigViewportsNoTaskBarIcon = true;
61 //io.ConfigViewportsNoDefaultParent = true;
62 //io.ConfigDockingAlwaysTabBar = true;
63 //io.ConfigDockingTransparentPayload = true;
64 //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; // FIXME-DPI: Experimental. THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP!
65 //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI: Experimental.
66
67 // Setup Dear ImGui style
68 ImGui::StyleColorsDark();
69 //ImGui::StyleColorsLight();
70
71 // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
72 ImGuiStyle& style = ImGui::GetStyle();
73 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
74 {
75 style.WindowRounding = 0.0f;
76 style.Colors[ImGuiCol_WindowBg].w = 1.0f;
77 }
78
79 // Setup Platform/Renderer backends
80 ImGui_ImplWin32_Init(hwnd);
81 ImGui_ImplDX11_Init(device: g_pd3dDevice, device_context: g_pd3dDeviceContext);
82
83 // Load Fonts
84 // - 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.
85 // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
86 // - 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).
87 // - 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.
88 // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
89 // - Read 'docs/FONTS.md' for more instructions and details.
90 // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
91 //io.Fonts->AddFontDefault();
92 //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
93 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
94 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
95 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
96 //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
97 //IM_ASSERT(font != nullptr);
98
99 // Our state
100 bool show_demo_window = true;
101 bool show_another_window = false;
102 ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
103
104 // Main loop
105 bool done = false;
106 while (!done)
107 {
108 // Poll and handle messages (inputs, window resize, etc.)
109 // See the WndProc() function below for our to dispatch events to the Win32 backend.
110 MSG msg;
111 while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
112 {
113 ::TranslateMessage(&msg);
114 ::DispatchMessage(&msg);
115 if (msg.message == WM_QUIT)
116 done = true;
117 }
118 if (done)
119 break;
120
121 // Handle window being minimized or screen locked
122 if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
123 {
124 ::Sleep(10);
125 continue;
126 }
127 g_SwapChainOccluded = false;
128
129 // Handle window resize (we don't resize directly in the WM_SIZE handler)
130 if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
131 {
132 CleanupRenderTarget();
133 g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0);
134 g_ResizeWidth = g_ResizeHeight = 0;
135 CreateRenderTarget();
136 }
137
138 // Start the Dear ImGui frame
139 ImGui_ImplDX11_NewFrame();
140 ImGui_ImplWin32_NewFrame();
141 ImGui::NewFrame();
142
143 // 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!).
144 if (show_demo_window)
145 ImGui::ShowDemoWindow(p_open: &show_demo_window);
146
147 // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
148 {
149 static float f = 0.0f;
150 static int counter = 0;
151
152 ImGui::Begin(name: "Hello, world!"); // Create a window called "Hello, world!" and append into it.
153
154 ImGui::Text(fmt: "This is some useful text."); // Display some text (you can use a format strings too)
155 ImGui::Checkbox(label: "Demo Window", v: &show_demo_window); // Edit bools storing our window open/close state
156 ImGui::Checkbox(label: "Another Window", v: &show_another_window);
157
158 ImGui::SliderFloat(label: "float", v: &f, v_min: 0.0f, v_max: 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
159 ImGui::ColorEdit3(label: "clear color", col: (float*)&clear_color); // Edit 3 floats representing a color
160
161 if (ImGui::Button(label: "Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
162 counter++;
163 ImGui::SameLine();
164 ImGui::Text(fmt: "counter = %d", counter);
165
166 ImGui::Text(fmt: "Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
167 ImGui::End();
168 }
169
170 // 3. Show another simple window.
171 if (show_another_window)
172 {
173 ImGui::Begin(name: "Another Window", p_open: &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
174 ImGui::Text(fmt: "Hello from another window!");
175 if (ImGui::Button(label: "Close Me"))
176 show_another_window = false;
177 ImGui::End();
178 }
179
180 // Rendering
181 ImGui::Render();
182 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 };
183 g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
184 g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
185 ImGui_ImplDX11_RenderDrawData(draw_data: ImGui::GetDrawData());
186
187 // Update and Render additional Platform Windows
188 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
189 {
190 ImGui::UpdatePlatformWindows();
191 ImGui::RenderPlatformWindowsDefault();
192 }
193
194 // Present
195 HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
196 //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
197 g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
198 }
199
200 // Cleanup
201 ImGui_ImplDX11_Shutdown();
202 ImGui_ImplWin32_Shutdown();
203 ImGui::DestroyContext();
204
205 CleanupDeviceD3D();
206 ::DestroyWindow(hwnd);
207 ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
208
209 return 0;
210}
211
212// Helper functions
213bool CreateDeviceD3D(HWND hWnd)
214{
215 // Setup swap chain
216 DXGI_SWAP_CHAIN_DESC sd;
217 ZeroMemory(&sd, sizeof(sd));
218 sd.BufferCount = 2;
219 sd.BufferDesc.Width = 0;
220 sd.BufferDesc.Height = 0;
221 sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
222 sd.BufferDesc.RefreshRate.Numerator = 60;
223 sd.BufferDesc.RefreshRate.Denominator = 1;
224 sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
225 sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
226 sd.OutputWindow = hWnd;
227 sd.SampleDesc.Count = 1;
228 sd.SampleDesc.Quality = 0;
229 sd.Windowed = TRUE;
230 sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
231
232 UINT createDeviceFlags = 0;
233 //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
234 D3D_FEATURE_LEVEL featureLevel;
235 const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
236 HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
237 if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
238 res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
239 if (res != S_OK)
240 return false;
241
242 CreateRenderTarget();
243 return true;
244}
245
246void CleanupDeviceD3D()
247{
248 CleanupRenderTarget();
249 if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
250 if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
251 if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
252}
253
254void CreateRenderTarget()
255{
256 ID3D11Texture2D* pBackBuffer;
257 g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
258 g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
259 pBackBuffer->Release();
260}
261
262void CleanupRenderTarget()
263{
264 if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
265}
266
267#ifndef WM_DPICHANGED
268#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
269#endif
270
271// Forward declare message handler from imgui_impl_win32.cpp
272extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
273
274// Win32 message handler
275// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
276// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
277// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
278// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
279LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
280{
281 if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
282 return true;
283
284 switch (msg)
285 {
286 case WM_SIZE:
287 if (wParam == SIZE_MINIMIZED)
288 return 0;
289 g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
290 g_ResizeHeight = (UINT)HIWORD(lParam);
291 return 0;
292 case WM_SYSCOMMAND:
293 if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
294 return 0;
295 break;
296 case WM_DESTROY:
297 ::PostQuitMessage(0);
298 return 0;
299 case WM_DPICHANGED:
300 if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
301 {
302 //const int dpi = HIWORD(wParam);
303 //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
304 const RECT* suggested_rect = (RECT*)lParam;
305 ::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);
306 }
307 break;
308 }
309 return ::DefWindowProcW(hWnd, msg, wParam, lParam);
310}
311

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source code of imgui/examples/example_win32_directx11/main.cpp