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// Dear ImGui: standalone example application for DirectX 11
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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 <d3d11.h>
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# include <tchar.h>
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// Data
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static ID3D11Device * g_pd3dDevice = NULL ;
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static ID3D11DeviceContext * g_pd3dDeviceContext = NULL ;
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static IDXGISwapChain * g_pSwapChain = NULL ;
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static ID3D11RenderTargetView * g_mainRenderTargetView = NULL ;
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// Forward declarations of helper functions
bool CreateDeviceD3D ( HWND hWnd ) ;
void CleanupDeviceD3D ( ) ;
void CreateRenderTarget ( ) ;
void CleanupRenderTarget ( ) ;
LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
// Main code
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int main ( int , char * * )
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{
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEX wc = { sizeof ( WNDCLASSEX ) , CS_CLASSDC , WndProc , 0L , 0L , GetModuleHandle ( NULL ) , NULL , NULL , NULL , NULL , _T ( " ImGui Example " ) , NULL } ;
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: : RegisterClassEx ( & wc ) ;
HWND hwnd = : : CreateWindow ( wc . lpszClassName , _T ( " Dear ImGui DirectX11 Example " ) , WS_OVERLAPPEDWINDOW , 100 , 100 , 1280 , 800 , NULL , NULL , wc . hInstance , NULL ) ;
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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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: : UnregisterClass ( wc . lpszClassName , wc . hInstance ) ;
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return 1 ;
}
// Show the window
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: : ShowWindow ( hwnd , SW_SHOWDEFAULT ) ;
: : 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
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_Init ( hwnd ) ;
ImGui_ImplDX11_Init ( g_pd3dDevice , g_pd3dDeviceContext ) ;
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// Load Fonts
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// - 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.
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// - 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.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//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);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
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// Our state
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bool show_demo_window = true ;
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bool show_another_window = false ;
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ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
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// Main loop
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bool done = false ;
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 ;
while ( : : PeekMessage ( & msg , NULL , 0U , 0U , PM_REMOVE ) )
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{
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: : TranslateMessage ( & msg ) ;
: : DispatchMessage ( & msg ) ;
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if ( msg . message = = WM_QUIT )
done = true ;
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}
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if ( done )
break ;
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// Start the Dear ImGui frame
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ImGui_ImplDX11_NewFrame ( ) ;
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ImGui_ImplWin32_NewFrame ( ) ;
ImGui : : NewFrame ( ) ;
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// 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.
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{
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static float f = 0.0f ;
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static int counter = 0 ;
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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
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ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
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ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ; // Edit 1 float using a slider from 0.0f to 1.0f
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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)
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counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
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ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / ImGui : : GetIO ( ) . Framerate , ImGui : : GetIO ( ) . Framerate ) ;
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ImGui : : End ( ) ;
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}
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// 3. Show another simple window.
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if ( show_another_window )
{
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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)
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ImGui : : Text ( " Hello from another window! " ) ;
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if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
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ImGui : : End ( ) ;
}
// Rendering
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ImGui : : Render ( ) ;
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const float clear_color_with_alpha [ 4 ] = { clear_color . x * clear_color . w , clear_color . y * clear_color . w , clear_color . z * clear_color . w , clear_color . w } ;
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g_pd3dDeviceContext - > OMSetRenderTargets ( 1 , & g_mainRenderTargetView , NULL ) ;
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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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g_pSwapChain - > Present ( 1 , 0 ) ; // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
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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 ) ;
: : UnregisterClass ( wc . lpszClassName , wc . hInstance ) ;
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return 0 ;
}
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// Helper functions
bool 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 [ 2 ] = { D3D_FEATURE_LEVEL_11_0 , D3D_FEATURE_LEVEL_10_0 , } ;
if ( D3D11CreateDeviceAndSwapChain ( NULL , D3D_DRIVER_TYPE_HARDWARE , NULL , createDeviceFlags , featureLevelArray , 2 , D3D11_SDK_VERSION , & sd , & g_pSwapChain , & g_pd3dDevice , & featureLevel , & g_pd3dDeviceContext ) ! = S_OK )
return false ;
CreateRenderTarget ( ) ;
return true ;
}
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 ; }
}
void CreateRenderTarget ( )
{
ID3D11Texture2D * pBackBuffer ;
g_pSwapChain - > GetBuffer ( 0 , IID_PPV_ARGS ( & pBackBuffer ) ) ;
g_pd3dDevice - > CreateRenderTargetView ( pBackBuffer , NULL , & g_mainRenderTargetView ) ;
pBackBuffer - > Release ( ) ;
}
void CleanupRenderTarget ( )
{
if ( g_mainRenderTargetView ) { g_mainRenderTargetView - > Release ( ) ; g_mainRenderTargetView = NULL ; }
}
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// 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 ) ;
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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.
// - 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.
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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 )
{
CleanupRenderTarget ( ) ;
g_pSwapChain - > ResizeBuffers ( 0 , ( UINT ) LOWORD ( lParam ) , ( UINT ) HIWORD ( lParam ) , DXGI_FORMAT_UNKNOWN , 0 ) ;
CreateRenderTarget ( ) ;
}
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 ) ;
}