323 lines
11 KiB
C++
323 lines
11 KiB
C++
// Dear ImGui: standalone example application for DirectX 11
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#include "../../framework/headers/includes.h"
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#include "../../framework/data/fonts.h"
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#include "imgui.h"
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#include "imgui_impl_win32.h"
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#include "imgui_impl_dx11.h"
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#include "imgui_freetype.h"
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#include <tchar.h>
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#include <d3d11.h>
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#include <dwmapi.h>
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#pragma comment(lib, "dwmapi.lib")
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// Data
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static ID3D11Device* g_pd3dDevice = nullptr;
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static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
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static IDXGISwapChain* g_pSwapChain = nullptr;
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static bool g_SwapChainOccluded = false;
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static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
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static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
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// Forward declarations of helper functions
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bool CreateDeviceD3D(HWND hWnd);
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void CleanupDeviceD3D();
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void CreateRenderTarget();
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void CleanupRenderTarget();
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void WarmFonts();
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void MoveHostWindowFromImGui(HWND hWnd);
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void ResizeHostWindowToGui(HWND hWnd);
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Main code
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int main(int, char**)
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{
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{
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wchar_t exe_path[MAX_PATH];
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if (::GetModuleFileNameW(nullptr, exe_path, MAX_PATH))
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{
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wchar_t* last_sep = wcsrchr(exe_path, L'\\');
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if (last_sep) { *last_sep = L'\0'; ::SetCurrentDirectoryW(exe_path); }
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}
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}
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
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::RegisterClassExW(&wc);
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const int window_width = 570;
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const int window_height = 354;
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const int window_x = (::GetSystemMetrics(SM_CXSCREEN) - window_width) / 2;
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const int window_y = (::GetSystemMetrics(SM_CYSCREEN) - window_height) / 2;
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HWND hwnd = ::CreateWindowExW(WS_EX_LAYERED, wc.lpszClassName, L"Lumin UI Demo", WS_POPUP, window_x, window_y, window_width, window_height, nullptr, nullptr, wc.hInstance, nullptr);
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::SetLayeredWindowAttributes(hwnd, RGB(0, 0, 0), 255, LWA_ALPHA);
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MARGINS margins = { -1 };
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::DwmExtendFrameIntoClientArea(hwnd, &margins);
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// Initialize Direct3D
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if (!CreateDeviceD3D(hwnd))
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{
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CleanupDeviceD3D();
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::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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return 1;
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}
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// Show the window
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::ShowWindow(hwnd, SW_SHOWDEFAULT);
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::UpdateWindow(hwnd);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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WarmFonts();
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font->update();
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// Load Fonts
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// Main loop
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bool done = false;
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while (!done)
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{
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// Poll and handle messages (inputs, window resize, etc.)
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// See the WndProc() function below for our to dispatch events to the Win32 backend.
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MSG msg;
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while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
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{
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::TranslateMessage(&msg);
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::DispatchMessage(&msg);
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if (msg.message == WM_QUIT)
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done = true;
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}
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if (done)
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break;
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// Handle window being minimized or screen locked
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if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
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{
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::Sleep(10);
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continue;
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}
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g_SwapChainOccluded = false;
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// Handle window resize (we don't resize directly in the WM_SIZE handler)
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if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
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{
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CleanupRenderTarget();
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g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0);
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g_ResizeWidth = g_ResizeHeight = 0;
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CreateRenderTarget();
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}
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font->update();
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// Start the Dear ImGui frame
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ImGui_ImplDX11_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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gui->render();
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MoveHostWindowFromImGui(hwnd);
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ResizeHostWindowToGui(hwnd);
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// Rendering
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ImGui::Render();
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const float clear_color_with_alpha[4] = { 0.f, 0.f, 0.f, 0.f };
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g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
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g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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// Present
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HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
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//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
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g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
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}
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// Cleanup
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ImGui_ImplDX11_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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CleanupDeviceD3D();
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::DestroyWindow(hwnd);
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::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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return 0;
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}
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// Helper functions
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bool CreateDeviceD3D(HWND hWnd)
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{
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// Setup swap chain
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DXGI_SWAP_CHAIN_DESC sd;
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferCount = 2;
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sd.BufferDesc.Width = 0;
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sd.BufferDesc.Height = 0;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferDesc.RefreshRate.Numerator = 60;
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sd.BufferDesc.RefreshRate.Denominator = 1;
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sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.OutputWindow = hWnd;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.Windowed = TRUE;
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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UINT createDeviceFlags = 0;
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//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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D3D_FEATURE_LEVEL featureLevel;
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const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
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HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
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if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
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res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
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if (res != S_OK)
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return false;
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CreateRenderTarget();
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return true;
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}
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void CleanupDeviceD3D()
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{
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CleanupRenderTarget();
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if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
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if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
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}
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void CreateRenderTarget()
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{
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ID3D11Texture2D* pBackBuffer;
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g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
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pBackBuffer->Release();
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}
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void CleanupRenderTarget()
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{
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if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
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}
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void WarmFonts()
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{
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font->get(inter_medium, 10);
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font->get(inter_medium, 11);
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font->get(inter_semibold, 10);
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font->get(inter_semibold, 11);
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font->get(inter_semibold, 12);
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font->get(inter_semibold, 13);
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font->get(inter_semibold, 16);
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font->get(inter_semibold, 18);
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font->get(inter_semibold, 40);
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font->get(icon_font, 14);
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font->get(icon_font, 15);
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font->get_file(flaticon_uicons_regular_rounded_path, 10.5f, true);
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font->get_file(flaticon_uicons_regular_rounded_path, 13.5f, true);
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font->get_file("C:\\Windows\\Fonts\\segmdl2.ttf", 11.f, true);
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}
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void MoveHostWindowFromImGui(HWND hWnd)
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{
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static bool dragging = false;
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static POINT drag_start_cursor = {};
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static RECT drag_start_rect = {};
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const bool can_start_drag = ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) && !ImGui::IsAnyItemHovered() && !ImGui::IsAnyItemActive();
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if (can_start_drag && ImGui::IsMouseClicked(ImGuiMouseButton_Left))
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{
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dragging = true;
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::GetCursorPos(&drag_start_cursor);
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::GetWindowRect(hWnd, &drag_start_rect);
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}
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if (!ImGui::IsMouseDown(ImGuiMouseButton_Left))
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dragging = false;
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if (!dragging)
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return;
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POINT cursor = {};
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::GetCursorPos(&cursor);
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const int next_x = drag_start_rect.left + (cursor.x - drag_start_cursor.x);
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const int next_y = drag_start_rect.top + (cursor.y - drag_start_cursor.y);
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::SetWindowPos(hWnd, nullptr, next_x, next_y, 0, 0, SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
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}
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void ResizeHostWindowToGui(HWND hWnd)
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{
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const int width = elements->window.size.x > 1.f ? static_cast<int>(elements->window.size.x + 0.5f) : 1;
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const int height = elements->window.size.y > 1.f ? static_cast<int>(elements->window.size.y + 0.5f) : 1;
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RECT client_rect;
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::GetClientRect(hWnd, &client_rect);
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const int current_width = client_rect.right - client_rect.left;
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const int current_height = client_rect.bottom - client_rect.top;
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if (current_width == width && current_height == height)
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return;
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::SetWindowPos(hWnd, nullptr, 0, 0, width, height, SWP_NOMOVE | SWP_NOZORDER | SWP_NOACTIVATE);
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}
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// Forward declare message handler from imgui_impl_win32.cpp
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Win32 message handler
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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return true;
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switch (msg)
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{
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case WM_SIZE:
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if (wParam == SIZE_MINIMIZED)
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return 0;
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g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
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g_ResizeHeight = (UINT)HIWORD(lParam);
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return 0;
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case WM_SYSCOMMAND:
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if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
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return 0;
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break;
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case WM_KEYDOWN:
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if (wParam == VK_ESCAPE)
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{
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::PostMessageW(hWnd, WM_CLOSE, 0, 0);
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return 0;
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}
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break;
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case WM_DESTROY:
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::PostQuitMessage(0);
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return 0;
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}
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return ::DefWindowProcW(hWnd, msg, wParam, lParam);
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}
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