diff options
| author | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-09 08:35:03 +0200 |
|---|---|---|
| committer | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-09 08:35:03 +0200 |
| commit | 432f24319319fe040e142059eb83279c53f90ab8 (patch) | |
| tree | 5631eb0eb3a46d086070e8398d9080ff681133ac /imgui-1.92.1/examples/example_win32_directx9/main.cpp | |
| parent | 5d34aff5888d3f0c624251f15bedb96c347978d6 (diff) | |
refactor 2
Diffstat (limited to 'imgui-1.92.1/examples/example_win32_directx9/main.cpp')
| -rw-r--r-- | imgui-1.92.1/examples/example_win32_directx9/main.cpp | 272 |
1 files changed, 0 insertions, 272 deletions
diff --git a/imgui-1.92.1/examples/example_win32_directx9/main.cpp b/imgui-1.92.1/examples/example_win32_directx9/main.cpp deleted file mode 100644 index 430a2b4..0000000 --- a/imgui-1.92.1/examples/example_win32_directx9/main.cpp +++ /dev/null @@ -1,272 +0,0 @@ -// Dear ImGui: standalone example application for DirectX 9 - -// Learn about Dear ImGui: -// - FAQ https://dearimgui.com/faq -// - Getting Started https://dearimgui.com/getting-started -// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). -// - Introduction, links and more at the top of imgui.cpp - -#include "imgui.h" -#include "imgui_impl_dx9.h" -#include "imgui_impl_win32.h" -#include <d3d9.h> -#include <tchar.h> - -// Data -static LPDIRECT3D9 g_pD3D = nullptr; -static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr; -static bool g_DeviceLost = false; -static UINT g_ResizeWidth = 0, g_ResizeHeight = 0; -static D3DPRESENT_PARAMETERS g_d3dpp = {}; - -// Forward declarations of helper functions -bool CreateDeviceD3D(HWND hWnd); -void CleanupDeviceD3D(); -void ResetDevice(); -LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); - -// Main code -int main(int, char**) -{ - // Make process DPI aware and obtain main monitor scale - ImGui_ImplWin32_EnableDpiAwareness(); - float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); - - // Create application window - WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; - ::RegisterClassExW(&wc); - 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); - - // Initialize Direct3D - if (!CreateDeviceD3D(hwnd)) - { - CleanupDeviceD3D(); - ::UnregisterClassW(wc.lpszClassName, wc.hInstance); - return 1; - } - - // Show the window - ::ShowWindow(hwnd, SW_SHOWDEFAULT); - ::UpdateWindow(hwnd); - - // Setup Dear ImGui context - IMGUI_CHECKVERSION(); - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); (void)io; - io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - - // Setup Dear ImGui style - ImGui::StyleColorsDark(); - //ImGui::StyleColorsLight(); - - // Setup scaling - ImGuiStyle& style = ImGui::GetStyle(); - style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) - style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) - - // Setup Platform/Renderer backends - ImGui_ImplWin32_Init(hwnd); - ImGui_ImplDX9_Init(g_pd3dDevice); - - // 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 a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' 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 \\ ! - //style.FontSizeBase = 20.0f; - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); - //IM_ASSERT(font != nullptr); - - // Our state - bool show_demo_window = true; - bool show_another_window = false; - ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); - - // Main loop - bool done = false; - while (!done) - { - // Poll and handle messages (inputs, window resize, etc.) - // See the WndProc() function below for our to dispatch events to the Win32 backend. - MSG msg; - while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) - { - ::TranslateMessage(&msg); - ::DispatchMessage(&msg); - if (msg.message == WM_QUIT) - done = true; - } - if (done) - break; - - // Handle lost D3D9 device - if (g_DeviceLost) - { - HRESULT hr = g_pd3dDevice->TestCooperativeLevel(); - if (hr == D3DERR_DEVICELOST) - { - ::Sleep(10); - continue; - } - if (hr == D3DERR_DEVICENOTRESET) - ResetDevice(); - g_DeviceLost = false; - } - - // Handle window resize (we don't resize directly in the WM_SIZE handler) - if (g_ResizeWidth != 0 && g_ResizeHeight != 0) - { - g_d3dpp.BackBufferWidth = g_ResizeWidth; - g_d3dpp.BackBufferHeight = g_ResizeHeight; - g_ResizeWidth = g_ResizeHeight = 0; - ResetDevice(); - } - - // Start the Dear ImGui frame - ImGui_ImplDX9_NewFrame(); - ImGui_ImplWin32_NewFrame(); - ImGui::NewFrame(); - - // 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!). - if (show_demo_window) - ImGui::ShowDemoWindow(&show_demo_window); - - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. - { - static float f = 0.0f; - static int counter = 0; - - ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - - ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) - ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state - ImGui::Checkbox("Another Window", &show_another_window); - - 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 - - if (ImGui::Button("Button")) // Buttons return true when clicked (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 / io.Framerate, io.Framerate); - ImGui::End(); - } - - // 3. Show another simple window. - if (show_another_window) - { - ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) - ImGui::Text("Hello from another window!"); - if (ImGui::Button("Close Me")) - show_another_window = false; - ImGui::End(); - } - - // Rendering - ImGui::EndFrame(); - g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); - g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); - 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)); - g_pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); - if (g_pd3dDevice->BeginScene() >= 0) - { - ImGui::Render(); - ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); - g_pd3dDevice->EndScene(); - } - HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr); - if (result == D3DERR_DEVICELOST) - g_DeviceLost = true; - } - - // Cleanup - ImGui_ImplDX9_Shutdown(); - ImGui_ImplWin32_Shutdown(); - ImGui::DestroyContext(); - - CleanupDeviceD3D(); - ::DestroyWindow(hwnd); - ::UnregisterClassW(wc.lpszClassName, wc.hInstance); - - return 0; -} - -// Helper functions - -bool CreateDeviceD3D(HWND hWnd) -{ - if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr) - return false; - - // Create the D3DDevice - ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); - g_d3dpp.Windowed = TRUE; - g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; - g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition. - g_d3dpp.EnableAutoDepthStencil = TRUE; - g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; - g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync - //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate - if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) - return false; - - return true; -} - -void CleanupDeviceD3D() -{ - if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } - if (g_pD3D) { g_pD3D->Release(); g_pD3D = nullptr; } -} - -void ResetDevice() -{ - ImGui_ImplDX9_InvalidateDeviceObjects(); - HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp); - if (hr == D3DERR_INVALIDCALL) - IM_ASSERT(0); - ImGui_ImplDX9_CreateDeviceObjects(); -} - -// Forward declare message handler from imgui_impl_win32.cpp -extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); - -// Win32 message handler -// 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, or clear/overwrite your copy of the mouse data. -// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. -// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. -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 (wParam == SIZE_MINIMIZED) - return 0; - g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize - g_ResizeHeight = (UINT)HIWORD(lParam); - 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 ::DefWindowProcW(hWnd, msg, wParam, lParam); -} |
