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imgui / examples / directx9_example / main.cpp
#include <windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#include "../../imgui.h"

#pragma warning (disable: 4996)		// 'This function or variable may be unsafe': strdup

static HWND hWnd;
static LPDIRECT3D9             g_pD3D = NULL;		// Used to create the D3DDevice
static LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;		// Buffer to hold vertices
static LPDIRECT3DTEXTURE9      g_pTexture = NULL;	// Our texture

struct CUSTOMVERTEX
{
    D3DXVECTOR3	position;
    D3DCOLOR	color;
    float		tu, tv;
};

#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)

static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
	size_t total_vtx_count = 0;
	for (int n = 0; n < cmd_lists_count; n++)
		total_vtx_count += cmd_lists[n]->vtx_buffer.size();
	if (total_vtx_count == 0)
		return;

	ImVector<ImVec4> clip_rect_stack;
	clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));

	// Setup orthographic projection
	// Set up world matrix
	D3DXMATRIXA16 mat;
	D3DXMatrixIdentity(&mat);
	g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
	g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
	D3DXMatrixOrthoOffCenterLH(&mat, 0.0f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 0.0f, -1.0f, +1.0f);
	g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
    
	D3DSURFACE_DESC texture_desc;
	g_pTexture->GetLevelDesc(0, &texture_desc);

    // Fill the vertex buffer
    CUSTOMVERTEX* vtx_dst;
    if (g_pVB->Lock(0, total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
        return;

	for (int n = 0; n < cmd_lists_count; n++)
	{
		const ImDrawList* cmd_list = cmd_lists[n];
		if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty())
			continue;
		const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
		for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
		{
			vtx_dst->position.x = vtx_src->pos.x;
			vtx_dst->position.y = vtx_src->pos.y;
			vtx_dst->position.z = 0.0f;
			vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16);		// RGBA --> ARGB for DirectX9
			vtx_dst->tu = vtx_src->uv.x;
			vtx_dst->tv = vtx_src->uv.y;
			vtx_dst++;
			vtx_src++;
		}
	}
    g_pVB->Unlock();

	g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
	g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );

	// Setup render state: alpha-blending enabled, no face culling, no depth testing
    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );

	g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
	g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
	g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
	g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
	g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
	g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );

	// Setup texture
	g_pd3dDevice->SetTexture( 0, g_pTexture );
	g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
	g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
	g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
	g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
	g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
	g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );

	int vtx_consumed = 0;					// offset in vertex buffer. each command consume ImDrawCmd::vtx_count of those
	bool clip_rect_dirty = true;

	for (int n = 0; n < cmd_lists_count; n++)
	{
		const ImDrawList* cmd_list = cmd_lists[n];
		if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty())
			continue;
		const ImDrawCmd* pcmd = &cmd_list->commands.front();
		const ImDrawCmd* pcmd_end = &cmd_list->commands.back();
		int clip_rect_buf_consumed = 0;		// offset in cmd_list->clip_rect_buffer. each PushClipRect command consume 1 of those.
		while (pcmd <= pcmd_end)
		{
			const ImDrawCmd& cmd = *pcmd++;
			switch (cmd.cmd_type)
			{
			case ImDrawCmdType_DrawTriangleList:
				if (clip_rect_dirty)
				{
					const ImVec4& clip_rect = clip_rect_stack.back();
					const RECT r = { (LONG)clip_rect.x, (LONG)clip_rect.y, (LONG)clip_rect.z, (LONG)clip_rect.w };
					g_pd3dDevice->SetScissorRect(&r);
					clip_rect_dirty = false;
				}
				g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_consumed, cmd.vtx_count/3);
				vtx_consumed += cmd.vtx_count;
				break;

			case ImDrawCmdType_PushClipRect:
				clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_consumed++]);
				clip_rect_dirty = true;
				break;

			case ImDrawCmdType_PopClipRect:
				clip_rect_stack.pop_back();
				clip_rect_dirty = true;
				break;
			}
		}
	}
}

// Get text data in Win32 clipboard
static const char* ImImpl_GetClipboardTextFn()
{
	static char* buf_local = NULL;
	if (buf_local)
	{
		free(buf_local);
		buf_local = NULL;
	}

	if (!OpenClipboard(NULL)) 
		return NULL;

	HANDLE buf_handle = GetClipboardData(CF_TEXT); 
	if (buf_handle == NULL)
		return NULL;

	if (char* buf_global = (char*)GlobalLock(buf_handle))
		buf_local = strdup(buf_global);
	GlobalUnlock(buf_handle); 
	CloseClipboard(); 

	return buf_local;
}

// Set text data in Win32 clipboard
static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
{
	if (!OpenClipboard(NULL))
		return;

	if (!text_end)
		text_end = text + strlen(text);

	const int buf_length = (text_end - text) + 1;
	HGLOBAL buf_handle = GlobalAlloc(GMEM_MOVEABLE, buf_length * sizeof(char)); 
	if (buf_handle == NULL)
		return;

	char* buf_global = (char *)GlobalLock(buf_handle); 
	memcpy(buf_global, text, text_end - text);
	buf_global[text_end - text] = 0;
	GlobalUnlock(buf_handle); 

	EmptyClipboard();
	SetClipboardData(CF_TEXT, buf_handle);
	CloseClipboard();
}

HRESULT InitD3D(HWND hWnd)
{
    if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
        return E_FAIL;

    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
	d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;

    // Create the D3DDevice
    if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
        return E_FAIL;

	// Create the vertex buffer.
	if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
        return E_FAIL;

	// Load font texture
	const void* png_data;
	unsigned int png_size;
	ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
	if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0)
		return E_FAIL;

    return S_OK;
}

void Cleanup()
{
    if (g_pTexture != NULL)
        g_pTexture->Release();

    if (g_pd3dDevice != NULL)
        g_pd3dDevice->Release();

    if (g_pD3D != NULL)
        g_pD3D->Release();
}

LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	ImGuiIO& io = ImGui::GetIO();
	switch (msg)
	{
	case WM_LBUTTONDOWN:
		io.MouseDown[0] = true;
		return true;
	case WM_LBUTTONUP:
		io.MouseDown[0] = false; 
		return true;
	case WM_RBUTTONDOWN:
		io.MouseDown[1] = true; 
		return true;
	case WM_RBUTTONUP:
		io.MouseDown[1] = false; 
		return true;
	case WM_MOUSEWHEEL:
		io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
		return true;
	case WM_MOUSEMOVE:
		io.MousePos.x = (signed short)(lParam);
		io.MousePos.y = (signed short)(lParam >> 16); 
		return true;
	case WM_CHAR:
		// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
		if (wParam > 1 && wParam < 256)
			io.AddInputCharacter((char)wParam);
		return true;
	case WM_DESTROY:
		{
			Cleanup();
			PostQuitMessage(0);
			return 0;
		}
	}
    return DefWindowProc(hWnd, msg, wParam, lParam);
}

void InitImGui()
{
	RECT rect;
	GetClientRect(hWnd, &rect);

	ImGuiIO& io = ImGui::GetIO();
	io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
	io.DeltaTime = 1.0f/60.0f;
	io.KeyMap[ImGuiKey_Tab] = VK_TAB;
	io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
	io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
	io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
	io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
	io.KeyMap[ImGuiKey_Home] = VK_HOME;
	io.KeyMap[ImGuiKey_End] = VK_END;
	io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
	io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
	io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
	io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
	io.KeyMap[ImGuiKey_A] = 'A';
	io.KeyMap[ImGuiKey_C] = 'C';
	io.KeyMap[ImGuiKey_V] = 'V';
	io.KeyMap[ImGuiKey_X] = 'X';
	io.KeyMap[ImGuiKey_Y] = 'Y';
	io.KeyMap[ImGuiKey_Z] = 'Z';
	io.PixelCenterOffset = 0.0f;

	io.RenderDrawListsFn = ImImpl_RenderDrawLists;
	io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
	io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
}

int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
    // Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
    RegisterClassEx(&wc);

    // Create the application's window
    hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);

	INT64 ticks_per_second, time;
	if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
		return 1;
	if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
		return 1;

	// Initialize Direct3D
    if (InitD3D(hWnd) >= 0)
    {
        // Show the window
        ShowWindow(hWnd, SW_SHOWDEFAULT);
        UpdateWindow(hWnd);

		InitImGui();

        // Enter the message 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;
            }
		
			// 1) ImGui start frame, setup time delta & inputs
			ImGuiIO& io = ImGui::GetIO();
			INT64 current_time;
			QueryPerformanceCounter((LARGE_INTEGER *)&current_time); 
			io.DeltaTime = (float)(current_time - time) / ticks_per_second;
			time = current_time;
			BYTE keystate[256];
			GetKeyboardState(keystate);
			for (int i = 0; i < 256; i++)
				io.KeysDown[i] = (keystate[i] & 0x80) != 0;
			io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
			io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
			// io.MousePos : filled by WM_MOUSEMOVE event
			// io.MouseDown : filled by WM_*BUTTON* events
			// io.MouseWheel : filled by WM_MOUSEWHEEL events
			ImGui::NewFrame();

			// 2) ImGui usage
			static bool show_test_window = true;
			static bool show_another_window = false;
			static float f;
			ImGui::Text("Hello, world!");
			ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
			show_test_window ^= ImGui::Button("Test Window");
			show_another_window ^= ImGui::Button("Another Window");

			// Calculate and show framerate
			static float ms_per_frame[120] = { 0 };
			static int ms_per_frame_idx = 0;
			static float ms_per_frame_accum = 0.0f;
			ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
			ms_per_frame[ms_per_frame_idx] = io.DeltaTime * 1000.0f;
			ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
			ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
			const float ms_per_frame_avg = ms_per_frame_accum / 120;
			ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);

			if (show_test_window)
			{
				// More example code in ShowTestWindow()
				ImGui::SetNewWindowDefaultPos(ImVec2(650, 20));		// 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);
			}

			if (show_another_window)
			{
				ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
				ImGui::Text("Hello");
				ImGui::End();
			}

			// 3) Render
		    g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
			g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
			g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
			g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0);	// Clear the backbuffer and the zbuffer
			if (g_pd3dDevice->BeginScene() >= 0)
			{
				ImGui::Render();
				g_pd3dDevice->EndScene();
			}
		    g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
		}

		ImGui::Shutdown();
    }

	if (g_pVB)
		g_pVB->Release();

    UnregisterClass(L"ImGui Example", wc.hInstance);
    return 0;
}