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- // ImGui - standalone example application for DirectX 11
- // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
- #include "imgui.h"
- #include "imgui_impl_dx11.h"
- #include <d3d11.h>
- #define DIRECTINPUT_VERSION 0x0800
- #include <dinput.h>
- #include <tchar.h>
- // Data
- static ID3D11Device* g_pd3dDevice = NULL;
- static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
- static IDXGISwapChain* g_pSwapChain = NULL;
- static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
- void CreateRenderTarget()
- {
- ID3D11Texture2D* pBackBuffer;
- g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
- g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
- pBackBuffer->Release();
- }
- void CleanupRenderTarget()
- {
- if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
- }
- HRESULT CreateDeviceD3D(HWND hWnd)
- {
- // Setup swap chain
- DXGI_SWAP_CHAIN_DESC sd;
- ZeroMemory(&sd, sizeof(sd));
- sd.BufferCount = 2;
- sd.BufferDesc.Width = 0;
- sd.BufferDesc.Height = 0;
- sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- sd.BufferDesc.RefreshRate.Numerator = 60;
- sd.BufferDesc.RefreshRate.Denominator = 1;
- sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
- sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- sd.OutputWindow = hWnd;
- sd.SampleDesc.Count = 1;
- sd.SampleDesc.Quality = 0;
- sd.Windowed = TRUE;
- sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
- UINT createDeviceFlags = 0;
- //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
- D3D_FEATURE_LEVEL featureLevel;
- const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
- if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
- return E_FAIL;
- CreateRenderTarget();
- return S_OK;
- }
- void CleanupDeviceD3D()
- {
- CleanupRenderTarget();
- if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
- if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
- if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
- }
- extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
- LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
- return true;
- switch (msg)
- {
- case WM_SIZE:
- if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
- {
- ImGui_ImplDX11_InvalidateDeviceObjects();
- CleanupRenderTarget();
- g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
- CreateRenderTarget();
- ImGui_ImplDX11_CreateDeviceObjects();
- }
- return 0;
- case WM_SYSCOMMAND:
- if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
- return 0;
- break;
- case WM_DESTROY:
- PostQuitMessage(0);
- return 0;
- }
- return DefWindowProc(hWnd, msg, wParam, lParam);
- }
- #include <cmath>
- #include <iostream>
- static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
- static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
- void OperatorStack(bool* p_open)
- {
- ImGui::SetNextWindowSize(ImVec2(700, 600), ImGuiSetCond_FirstUseEver);
- if (!ImGui::Begin("Operator Stack", p_open))
- {
- ImGui::End();
- return;
- }
- static ImVec2 scrolling = ImVec2(0.0f, 0.0f);
- const float NODE_SLOT_RADIUS = 4.0f;
- const ImVec2 NODE_WINDOW_PADDING(8.0f, 8.0f);
- // Create our child canvas
- ImGui::Text("Hold middle mouse button to scroll (%.2f,%.2f)", scrolling.x, scrolling.y);
- ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(1, 1));
- ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
- ImGui::PushStyleColor(ImGuiCol_ChildWindowBg, IM_COL32(60, 60, 70, 200));
- ImGui::BeginChild("scrolling_region", ImVec2(0, 0), true, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoMove);
- ImGui::PushItemWidth(120.0f);
- ImVec2 offset = ImGui::GetCursorScreenPos() + scrolling;
- ImDrawList* draw_list = ImGui::GetWindowDrawList();
- ImU32 GRID_COLOR = IM_COL32(200, 200, 200, 40);
- ImU32 OP_COLOR = IM_COL32(150, 150, 200, 255);
- float zoom = 14.0f;
- ImVec2 win_pos = ImGui::GetCursorScreenPos();
- std::cout << offset.x << " " << offset.y << std::endl;
- ImVec2 canvas_sz = ImGui::GetWindowSize();
- //grid
- for (float x = fmodf(scrolling.x, zoom); x < canvas_sz.x; x += zoom)
- {
- draw_list->AddLine(ImVec2(x, 0.0f) + win_pos, ImVec2(x, canvas_sz.y) + win_pos, GRID_COLOR);
- }
- for (float y = fmodf(scrolling.y, zoom); y < canvas_sz.y; y += zoom)
- {
- draw_list->AddLine(ImVec2(0.0f, y) + win_pos, ImVec2(canvas_sz.x, y) + win_pos, GRID_COLOR);
- }
- draw_list->AddRectFilled(ImVec2(fmodf(scrolling.x, zoom), fmodf(scrolling.x, zoom)) + win_pos, ImVec2(zoom * 4, zoom) + win_pos, OP_COLOR);
- // Scrolling
- if (ImGui::IsWindowHovered() && !ImGui::IsAnyItemActive() && ImGui::IsMouseDragging(2, 0.0f))
- {
- scrolling = scrolling + ImGui::GetIO().MouseDelta;
- }
- ImGui::PopItemWidth();
- ImGui::EndChild();
- ImGui::PopStyleColor();
- ImGui::PopStyleVar(2);
- ImGui::End();
- }
- int main(int, char**)
- {
- // Create application window
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
- RegisterClassEx(&wc);
- HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
- // Initialize Direct3D
- if (CreateDeviceD3D(hwnd) < 0)
- {
- CleanupDeviceD3D();
- UnregisterClass(_T("ImGui Example"), wc.hInstance);
- return 1;
- }
- // Show the window
- ShowWindow(hwnd, SW_SHOWDEFAULT);
- UpdateWindow(hwnd);
- // Setup ImGui binding
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO(); (void)io;
- //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
- ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
- // Setup style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
- // Load Fonts
- // - 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.
- // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
- // - 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).
- // - 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.
- // - Read 'misc/fonts/README.txt' for more instructions and details.
- // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
- //io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
- //IM_ASSERT(font != NULL);
- bool show_demo_window = true;
- bool show_another_window = false;
- ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
- // Main loop
- MSG msg;
- ZeroMemory(&msg, sizeof(msg));
- while (msg.message != WM_QUIT)
- {
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
- {
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- continue;
- }
- ImGui_ImplDX11_NewFrame();
- // 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
- ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &show_another_window);
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
- }
- // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
- if (show_another_window)
- {
- ImGui::Begin("Another Window", &show_another_window);
- ImGui::Text("Hello from another window!");
- if (ImGui::Button("Close Me"))
- show_another_window = false;
- ImGui::End();
- }
- // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
- if (show_demo_window)
- {
- 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!
- OperatorStack(&show_demo_window);
- }
- // Rendering
- g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
- g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
- ImGui::Render();
- ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
- g_pSwapChain->Present(1, 0); // Present with vsync
- //g_pSwapChain->Present(0, 0); // Present without vsync
- }
- ImGui_ImplDX11_Shutdown();
- ImGui::DestroyContext();
- CleanupDeviceD3D();
- UnregisterClass(_T("ImGui Example"), wc.hInstance);
- return 0;
- }
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