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+// dear imgui: standalone example application for DirectX 9
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "imgui_impl_dx9.h"
+#include "imgui_impl_win32.h"
+#include <d3d9.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+#include <tchar.h>
+
+// Data
+static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
+static D3DPRESENT_PARAMETERS g_d3dpp;
+
+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_ImplDX9_InvalidateDeviceObjects();
+ g_d3dpp.BackBufferWidth = LOWORD(lParam);
+ g_d3dpp.BackBufferHeight = HIWORD(lParam);
+ HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
+ if (hr == D3DERR_INVALIDCALL)
+ IM_ASSERT(0);
+ ImGui_ImplDX9_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, NULL, NULL, NULL, _T("ImGui Example"), NULL };
+ RegisterClassEx(&wc);
+ HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ // Initialize Direct3D
+ LPDIRECT3D9 pD3D;
+ if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
+ {
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ return 0;
+ }
+ ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
+ g_d3dpp.Windowed = TRUE;
+ g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
+ g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
+ 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
+
+ // Create the D3DDevice
+ if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
+ {
+ pD3D->Release();
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ return 0;
+ }
+
+ // Setup Dear ImGui binding
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX9_Init(g_pd3dDevice);
+
+ // 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));
+ ShowWindow(hwnd, SW_SHOWDEFAULT);
+ UpdateWindow(hwnd);
+ while (msg.message != WM_QUIT)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // 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;
+ }
+
+ // 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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
+ g_pd3dDevice->Clear(0, NULL, 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(NULL, NULL, NULL, NULL);
+
+ // Handle loss of D3D9 device
+ if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
+ {
+ ImGui_ImplDX9_InvalidateDeviceObjects();
+ g_pd3dDevice->Reset(&g_d3dpp);
+ ImGui_ImplDX9_CreateDeviceObjects();
+ }
+ }
+
+ ImGui_ImplDX9_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+ if (pD3D) pD3D->Release();
+ DestroyWindow(hwnd);
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+
+ return 0;
+}