// 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>
# include <d3dcompiler.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 ( )
{
DXGI_SWAP_CHAIN_DESC sd ;
g_pSwapChain - > GetDesc ( & sd ) ;
// Create the render target
ID3D11Texture2D * pBackBuffer ;
D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc ;
ZeroMemory ( & render_target_view_desc , sizeof ( render_target_view_desc ) ) ;
render_target_view_desc . Format = sd . BufferDesc . Format ;
render_target_view_desc . ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D ;
g_pSwapChain - > GetBuffer ( 0 , __uuidof ( ID3D11Texture2D ) , ( LPVOID * ) & pBackBuffer ) ;
g_pd3dDevice - > CreateRenderTargetView ( pBackBuffer , & render_target_view_desc , & g_mainRenderTargetView ) ;
g_pd3dDeviceContext - > OMSetRenderTargets ( 1 , & g_mainRenderTargetView , NULL ) ;
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 [ 1 ] = { D3D_FEATURE_LEVEL_11_0 , } ;
if ( D3D11CreateDeviceAndSwapChain ( NULL , D3D_DRIVER_TYPE_HARDWARE , NULL , createDeviceFlags , featureLevelArray , 1 , D3D11_SDK_VERSION , & sd , & g_pSwapChain , & g_pd3dDevice , & featureLevel , & g_pd3dDeviceContext ) ! = S_OK )
return E_FAIL ;
// Setup rasterizer
{
D3D11_RASTERIZER_DESC RSDesc ;
memset ( & RSDesc , 0 , sizeof ( D3D11_RASTERIZER_DESC ) ) ;
RSDesc . FillMode = D3D11_FILL_SOLID ;
RSDesc . CullMode = D3D11_CULL_NONE ;
RSDesc . FrontCounterClockwise = FALSE ;
RSDesc . DepthBias = 0 ;
RSDesc . SlopeScaledDepthBias = 0.0f ;
RSDesc . DepthBiasClamp = 0 ;
RSDesc . DepthClipEnable = TRUE ;
RSDesc . ScissorEnable = TRUE ;
RSDesc . AntialiasedLineEnable = FALSE ;
RSDesc . MultisampleEnable = ( sd . SampleDesc . Count > 1 ) ? TRUE : FALSE ;
ID3D11RasterizerState * pRState = NULL ;
g_pd3dDevice - > CreateRasterizerState ( & RSDesc , & pRState ) ;
g_pd3dDeviceContext - > RSSetState ( pRState ) ;
pRState - > Release ( ) ;
}
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_ImplDX11_WndProcHandler ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam )
{
if ( ImGui_ImplDX11_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 ) ;
}
int main ( int , char * * )
{
// Create application window
WNDCLASSEX wc = { sizeof ( WNDCLASSEX ) , CS_CLASSDC , WndProc , 0L , 0L , GetModuleHandle ( NULL ) , NULL , LoadCursor ( NULL , IDC_ARROW ) , 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_ImplDX11_Init ( hwnd , g_pd3dDevice , g_pd3dDeviceContext ) ;
// Load Fonts
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
bool show_test_window = true ;
bool show_another_window = false ;
ImVec4 clear_col = ImColor ( 114 , 144 , 154 ) ;
// Main loop
MSG msg ;
ZeroMemory ( & msg , sizeof ( msg ) ) ;
while ( msg . message ! = WM_QUIT )
{
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 appears in a window automatically called "Debug"
{
static float f = 0.0f ;
ImGui : : Text ( " Hello, world! " ) ;
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ;
ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_col ) ;
if ( ImGui : : Button ( " Test Window " ) ) show_test_window ^ = 1 ;
if ( ImGui : : Button ( " Another Window " ) ) show_another_window ^ = 1 ;
ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / ImGui : : GetIO ( ) . Framerate , ImGui : : GetIO ( ) . Framerate ) ;
}
// 2. Show another simple window, this time using an explicit Begin/End pair
if ( show_another_window )
{
ImGui : : SetNextWindowSize ( ImVec2 ( 200 , 100 ) , ImGuiSetCond_FirstUseEver ) ;
ImGui : : Begin ( " Another Window " , & show_another_window ) ;
ImGui : : Text ( " Hello " ) ;
ImGui : : End ( ) ;
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if ( show_test_window )
{
ImGui : : SetNextWindowPos ( ImVec2 ( 650 , 20 ) , ImGuiSetCond_FirstUseEver ) ; // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui : : ShowTestWindow ( & show_test_window ) ;
}
// Rendering
g_pd3dDeviceContext - > ClearRenderTargetView ( g_mainRenderTargetView , ( float * ) & clear_col ) ;
ImGui : : Render ( ) ;
g_pSwapChain - > Present ( 0 , 0 ) ;
}
ImGui_ImplDX11_Shutdown ( ) ;
CleanupDeviceD3D ( ) ;
UnregisterClass ( _T ( " ImGui Example " ) , wc . hInstance ) ;
return 0 ;
}