| 1 | // Dear ImGui: standalone example application for DirectX 9 |
| 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_dx9.h" |
| 11 | #include "imgui_impl_win32.h" |
| 12 | #include <d3d9.h> |
| 13 | #include <tchar.h> |
| 14 | |
| 15 | // Data |
| 16 | static LPDIRECT3D9 g_pD3D = nullptr; |
| 17 | static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr; |
| 18 | static bool g_DeviceLost = false; |
| 19 | static UINT g_ResizeWidth = 0, g_ResizeHeight = 0; |
| 20 | static D3DPRESENT_PARAMETERS g_d3dpp = {}; |
| 21 | |
| 22 | // Forward declarations of helper functions |
| 23 | bool CreateDeviceD3D(HWND hWnd); |
| 24 | void CleanupDeviceD3D(); |
| 25 | void ResetDevice(); |
| 26 | LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
| 27 | |
| 28 | // Main code |
| 29 | int main(int, char**) |
| 30 | { |
| 31 | // Make process DPI aware and obtain main monitor scale |
| 32 | ImGui_ImplWin32_EnableDpiAwareness(); |
| 33 | float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); |
| 34 | |
| 35 | // Create application window |
| 36 | WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example" , nullptr }; |
| 37 | ::RegisterClassExW(&wc); |
| 38 | HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example" , WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr); |
| 39 | |
| 40 | // Initialize Direct3D |
| 41 | if (!CreateDeviceD3D(hwnd)) |
| 42 | { |
| 43 | CleanupDeviceD3D(); |
| 44 | ::UnregisterClassW(wc.lpszClassName, wc.hInstance); |
| 45 | return 1; |
| 46 | } |
| 47 | |
| 48 | // Show the window |
| 49 | ::ShowWindow(hwnd, SW_SHOWDEFAULT); |
| 50 | ::UpdateWindow(hwnd); |
| 51 | |
| 52 | // Setup Dear ImGui context |
| 53 | IMGUI_CHECKVERSION(); |
| 54 | ImGui::CreateContext(); |
| 55 | ImGuiIO& io = ImGui::GetIO(); (void)io; |
| 56 | io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls |
| 57 | io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls |
| 58 | io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking |
| 59 | io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows |
| 60 | //io.ConfigViewportsNoAutoMerge = true; |
| 61 | //io.ConfigViewportsNoTaskBarIcon = true; |
| 62 | |
| 63 | // Setup Dear ImGui style |
| 64 | ImGui::StyleColorsDark(); |
| 65 | //ImGui::StyleColorsLight(); |
| 66 | |
| 67 | // Setup scaling |
| 68 | ImGuiStyle& style = ImGui::GetStyle(); |
| 69 | style.ScaleAllSizes(scale_factor: main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) |
| 70 | style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) |
| 71 | io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. |
| 72 | io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes. |
| 73 | |
| 74 | // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. |
| 75 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| 76 | { |
| 77 | style.WindowRounding = 0.0f; |
| 78 | style.Colors[ImGuiCol_WindowBg].w = 1.0f; |
| 79 | } |
| 80 | |
| 81 | // Setup Platform/Renderer backends |
| 82 | ImGui_ImplWin32_Init(hwnd); |
| 83 | ImGui_ImplDX9_Init(device: g_pd3dDevice); |
| 84 | |
| 85 | // Load Fonts |
| 86 | // - 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. |
| 87 | // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. |
| 88 | // - 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). |
| 89 | // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. |
| 90 | // - Read 'docs/FONTS.md' for more instructions and details. |
| 91 | // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! |
| 92 | //style.FontSizeBase = 20.0f; |
| 93 | //io.Fonts->AddFontDefault(); |
| 94 | //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); |
| 95 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); |
| 96 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); |
| 97 | //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); |
| 98 | //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); |
| 99 | //IM_ASSERT(font != nullptr); |
| 100 | |
| 101 | // Our state |
| 102 | bool show_demo_window = true; |
| 103 | bool show_another_window = false; |
| 104 | ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
| 105 | |
| 106 | // Main loop |
| 107 | bool done = false; |
| 108 | while (!done) |
| 109 | { |
| 110 | // Poll and handle messages (inputs, window resize, etc.) |
| 111 | // See the WndProc() function below for our to dispatch events to the Win32 backend. |
| 112 | MSG msg; |
| 113 | while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) |
| 114 | { |
| 115 | ::TranslateMessage(&msg); |
| 116 | ::DispatchMessage(&msg); |
| 117 | if (msg.message == WM_QUIT) |
| 118 | done = true; |
| 119 | } |
| 120 | if (done) |
| 121 | break; |
| 122 | |
| 123 | // Handle lost D3D9 device |
| 124 | if (g_DeviceLost) |
| 125 | { |
| 126 | HRESULT hr = g_pd3dDevice->TestCooperativeLevel(); |
| 127 | if (hr == D3DERR_DEVICELOST) |
| 128 | { |
| 129 | ::Sleep(10); |
| 130 | continue; |
| 131 | } |
| 132 | if (hr == D3DERR_DEVICENOTRESET) |
| 133 | ResetDevice(); |
| 134 | g_DeviceLost = false; |
| 135 | } |
| 136 | |
| 137 | // Handle window resize (we don't resize directly in the WM_SIZE handler) |
| 138 | if (g_ResizeWidth != 0 && g_ResizeHeight != 0) |
| 139 | { |
| 140 | g_d3dpp.BackBufferWidth = g_ResizeWidth; |
| 141 | g_d3dpp.BackBufferHeight = g_ResizeHeight; |
| 142 | g_ResizeWidth = g_ResizeHeight = 0; |
| 143 | ResetDevice(); |
| 144 | } |
| 145 | |
| 146 | // Start the Dear ImGui frame |
| 147 | ImGui_ImplDX9_NewFrame(); |
| 148 | ImGui_ImplWin32_NewFrame(); |
| 149 | ImGui::NewFrame(); |
| 150 | |
| 151 | // 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!). |
| 152 | if (show_demo_window) |
| 153 | ImGui::ShowDemoWindow(p_open: &show_demo_window); |
| 154 | |
| 155 | // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. |
| 156 | { |
| 157 | static float f = 0.0f; |
| 158 | static int counter = 0; |
| 159 | |
| 160 | ImGui::Begin(name: "Hello, world!" ); // Create a window called "Hello, world!" and append into it. |
| 161 | |
| 162 | ImGui::Text(fmt: "This is some useful text." ); // Display some text (you can use a format strings too) |
| 163 | ImGui::Checkbox(label: "Demo Window" , v: &show_demo_window); // Edit bools storing our window open/close state |
| 164 | ImGui::Checkbox(label: "Another Window" , v: &show_another_window); |
| 165 | |
| 166 | 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 |
| 167 | ImGui::ColorEdit3(label: "clear color" , col: (float*)&clear_color); // Edit 3 floats representing a color |
| 168 | |
| 169 | if (ImGui::Button(label: "Button" )) // Buttons return true when clicked (most widgets return true when edited/activated) |
| 170 | counter++; |
| 171 | ImGui::SameLine(); |
| 172 | ImGui::Text(fmt: "counter = %d" , counter); |
| 173 | |
| 174 | ImGui::Text(fmt: "Application average %.3f ms/frame (%.1f FPS)" , 1000.0f / io.Framerate, io.Framerate); |
| 175 | ImGui::End(); |
| 176 | } |
| 177 | |
| 178 | // 3. Show another simple window. |
| 179 | if (show_another_window) |
| 180 | { |
| 181 | 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) |
| 182 | ImGui::Text(fmt: "Hello from another window!" ); |
| 183 | if (ImGui::Button(label: "Close Me" )) |
| 184 | show_another_window = false; |
| 185 | ImGui::End(); |
| 186 | } |
| 187 | |
| 188 | // Rendering |
| 189 | ImGui::EndFrame(); |
| 190 | g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); |
| 191 | g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); |
| 192 | g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); |
| 193 | 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)); |
| 194 | g_pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); |
| 195 | if (g_pd3dDevice->BeginScene() >= 0) |
| 196 | { |
| 197 | ImGui::Render(); |
| 198 | ImGui_ImplDX9_RenderDrawData(draw_data: ImGui::GetDrawData()); |
| 199 | g_pd3dDevice->EndScene(); |
| 200 | } |
| 201 | |
| 202 | // Update and Render additional Platform Windows |
| 203 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| 204 | { |
| 205 | ImGui::UpdatePlatformWindows(); |
| 206 | ImGui::RenderPlatformWindowsDefault(); |
| 207 | } |
| 208 | |
| 209 | HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr); |
| 210 | if (result == D3DERR_DEVICELOST) |
| 211 | g_DeviceLost = true; |
| 212 | } |
| 213 | |
| 214 | // Cleanup |
| 215 | ImGui_ImplDX9_Shutdown(); |
| 216 | ImGui_ImplWin32_Shutdown(); |
| 217 | ImGui::DestroyContext(); |
| 218 | |
| 219 | CleanupDeviceD3D(); |
| 220 | ::DestroyWindow(hwnd); |
| 221 | ::UnregisterClassW(wc.lpszClassName, wc.hInstance); |
| 222 | |
| 223 | return 0; |
| 224 | } |
| 225 | |
| 226 | // Helper functions |
| 227 | bool CreateDeviceD3D(HWND hWnd) |
| 228 | { |
| 229 | if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr) |
| 230 | return false; |
| 231 | |
| 232 | // Create the D3DDevice |
| 233 | ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); |
| 234 | g_d3dpp.Windowed = TRUE; |
| 235 | g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| 236 | g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition. |
| 237 | g_d3dpp.EnableAutoDepthStencil = TRUE; |
| 238 | g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; |
| 239 | g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync |
| 240 | //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate |
| 241 | if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) |
| 242 | return false; |
| 243 | |
| 244 | return true; |
| 245 | } |
| 246 | |
| 247 | void CleanupDeviceD3D() |
| 248 | { |
| 249 | if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } |
| 250 | if (g_pD3D) { g_pD3D->Release(); g_pD3D = nullptr; } |
| 251 | } |
| 252 | |
| 253 | void ResetDevice() |
| 254 | { |
| 255 | ImGui_ImplDX9_InvalidateDeviceObjects(); |
| 256 | HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp); |
| 257 | if (hr == D3DERR_INVALIDCALL) |
| 258 | IM_ASSERT(0); |
| 259 | ImGui_ImplDX9_CreateDeviceObjects(); |
| 260 | } |
| 261 | |
| 262 | // Forward declare message handler from imgui_impl_win32.cpp |
| 263 | extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
| 264 | |
| 265 | // Win32 message handler |
| 266 | // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
| 267 | // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
| 268 | // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
| 269 | // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
| 270 | LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
| 271 | { |
| 272 | if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) |
| 273 | return true; |
| 274 | |
| 275 | switch (msg) |
| 276 | { |
| 277 | case WM_SIZE: |
| 278 | if (wParam == SIZE_MINIMIZED) |
| 279 | return 0; |
| 280 | g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize |
| 281 | g_ResizeHeight = (UINT)HIWORD(lParam); |
| 282 | return 0; |
| 283 | case WM_SYSCOMMAND: |
| 284 | if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu |
| 285 | return 0; |
| 286 | break; |
| 287 | case WM_DESTROY: |
| 288 | ::PostQuitMessage(0); |
| 289 | return 0; |
| 290 | } |
| 291 | return ::DefWindowProcW(hWnd, msg, wParam, lParam); |
| 292 | } |
| 293 | |