diff options
Diffstat (limited to 'lib/imgui-1.90.7/examples/example_sdl2_directx11')
4 files changed, 503 insertions, 0 deletions
diff --git a/lib/imgui-1.90.7/examples/example_sdl2_directx11/build_win32.bat b/lib/imgui-1.90.7/examples/example_sdl2_directx11/build_win32.bat new file mode 100644 index 0000000..f0b485c --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_sdl2_directx11/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_sdl2_directx11 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/lib/imgui-1.90.7/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj b/lib/imgui-1.90.7/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj new file mode 100644 index 0000000..c23800c --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj @@ -0,0 +1,187 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> + <ItemGroup Label="ProjectConfigurations"> + <ProjectConfiguration Include="Debug|Win32"> + <Configuration>Debug</Configuration> + <Platform>Win32</Platform> + </ProjectConfiguration> + <ProjectConfiguration Include="Debug|x64"> + <Configuration>Debug</Configuration> + <Platform>x64</Platform> + </ProjectConfiguration> + <ProjectConfiguration Include="Release|Win32"> + <Configuration>Release</Configuration> + <Platform>Win32</Platform> + </ProjectConfiguration> + <ProjectConfiguration Include="Release|x64"> + <Configuration>Release</Configuration> + <Platform>x64</Platform> + </ProjectConfiguration> + </ItemGroup> + <PropertyGroup Label="Globals"> + <ProjectGuid>{9E1987E3-1F19-45CA-B9C9-D31E791836D8}</ProjectGuid> + <RootNamespace>example_sdl2_directx11</RootNamespace> + <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion> + <ProjectName>example_sdl2_directx11</ProjectName> + </PropertyGroup> + <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> + <ConfigurationType>Application</ConfigurationType> + <UseDebugLibraries>true</UseDebugLibraries> + <CharacterSet>MultiByte</CharacterSet> + <PlatformToolset>v140</PlatformToolset> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> + <ConfigurationType>Application</ConfigurationType> + <UseDebugLibraries>true</UseDebugLibraries> + <CharacterSet>MultiByte</CharacterSet> + <PlatformToolset>v140</PlatformToolset> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> + <ConfigurationType>Application</ConfigurationType> + <UseDebugLibraries>false</UseDebugLibraries> 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Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> + <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> + </ImportGroup> + <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> + <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> + </ImportGroup> + <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> + <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> + </ImportGroup> + <PropertyGroup Label="UserMacros" /> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> + <OutDir>$(ProjectDir)$(Configuration)\</OutDir> + <IntDir>$(ProjectDir)$(Configuration)\</IntDir> + <IncludePath>$(IncludePath)</IncludePath> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> + <OutDir>$(ProjectDir)$(Configuration)\</OutDir> + <IntDir>$(ProjectDir)$(Configuration)\</IntDir> + <IncludePath>$(IncludePath)</IncludePath> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> + <OutDir>$(ProjectDir)$(Configuration)\</OutDir> + <IntDir>$(ProjectDir)$(Configuration)\</IntDir> + <IncludePath>$(IncludePath)</IncludePath> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> + <OutDir>$(ProjectDir)$(Configuration)\</OutDir> + <IntDir>$(ProjectDir)$(Configuration)\</IntDir> + <IncludePath>$(IncludePath)</IncludePath> + </PropertyGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> + <ClCompile> + <WarningLevel>Level4</WarningLevel> + <Optimization>Disabled</Optimization> + <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> + <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions> + </ClCompile> + <Link> + <GenerateDebugInformation>true</GenerateDebugInformation> + <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> + <AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies> + <SubSystem>Console</SubSystem> + <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries> + </Link> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> + <ClCompile> + <WarningLevel>Level4</WarningLevel> + <Optimization>Disabled</Optimization> + 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/> + </ItemGroup> + <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> + <ImportGroup Label="ExtensionTargets"> + </ImportGroup> +</Project>
\ No newline at end of file diff --git a/lib/imgui-1.90.7/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters b/lib/imgui-1.90.7/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters new file mode 100644 index 0000000..92d11f8 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters @@ -0,0 +1,63 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> + <ItemGroup> + <Filter Include="imgui"> + <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier> + </Filter> + <Filter Include="sources"> + <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier> + </Filter> + </ItemGroup> + <ItemGroup> + <ClInclude Include="..\..\imconfig.h"> + <Filter>imgui</Filter> + </ClInclude> + <ClInclude Include="..\..\imgui.h"> + <Filter>imgui</Filter> + </ClInclude> + <ClInclude Include="..\..\imgui_internal.h"> + <Filter>imgui</Filter> + </ClInclude> + <ClInclude Include="..\..\backends\imgui_impl_sdl2.h"> + <Filter>sources</Filter> + </ClInclude> + <ClInclude Include="..\..\backends\imgui_impl_dx11.h"> + <Filter>sources</Filter> + </ClInclude> + </ItemGroup> + <ItemGroup> + <ClCompile Include="..\..\imgui.cpp"> + <Filter>imgui</Filter> + </ClCompile> + <ClCompile Include="main.cpp"> + <Filter>sources</Filter> + </ClCompile> + <ClCompile Include="..\..\imgui_demo.cpp"> + <Filter>imgui</Filter> + </ClCompile> + <ClCompile Include="..\..\imgui_draw.cpp"> + <Filter>imgui</Filter> + </ClCompile> + <ClCompile Include="..\..\imgui_tables.cpp"> + <Filter>imgui</Filter> + </ClCompile> + <ClCompile Include="..\..\imgui_widgets.cpp"> + <Filter>imgui</Filter> + </ClCompile> + <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp"> + <Filter>sources</Filter> + </ClCompile> + <ClCompile Include="..\..\backends\imgui_impl_dx11.cpp"> + <Filter>sources</Filter> + </ClCompile> + </ItemGroup> + <ItemGroup> + <None Include="..\README.txt" /> + <None Include="..\..\misc\debuggers\imgui.natvis"> + <Filter>imgui</Filter> + </None> + <None Include="..\..\misc\debuggers\imgui.natstepfilter"> + <Filter>imgui</Filter> + </None> + </ItemGroup> +</Project>
\ No newline at end of file diff --git a/lib/imgui-1.90.7/examples/example_sdl2_directx11/main.cpp b/lib/imgui-1.90.7/examples/example_sdl2_directx11/main.cpp new file mode 100644 index 0000000..3275baf --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_sdl2_directx11/main.cpp @@ -0,0 +1,245 @@ +// Dear ImGui: standalone example application for SDL2 + DirectX 11 +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) + +// 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_sdl2.h" +#include "imgui_impl_dx11.h" +#include <d3d11.h> +#include <stdio.h> +#include <SDL.h> +#include <SDL_syswm.h> + +// Data +static ID3D11Device* g_pd3dDevice = nullptr; +static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr; +static IDXGISwapChain* g_pSwapChain = nullptr; +static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr; + +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); + +// Main code +int main(int, char**) +{ + // Setup SDL + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // From 2.0.18: Enable native IME. +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + + // Setup window + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + if (window == nullptr) + { + printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); + return -1; + } + + SDL_SysWMinfo wmInfo; + SDL_VERSION(&wmInfo.version); + SDL_GetWindowWMInfo(window, &wmInfo); + HWND hwnd = (HWND)wmInfo.info.win.window; + + // Initialize Direct3D + if (!CreateDeviceD3D(hwnd)) + { + CleanupDeviceD3D(); + return 1; + } + + // 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 Platform/Renderer backends + ImGui_ImplSDL2_InitForD3D(window); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // 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). + // - 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. + // - 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 \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //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 events (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, 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. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) + { + // Release all outstanding references to the swap chain's buffers before resizing. + CleanupRenderTarget(); + g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0); + CreateRenderTarget(); + } + } + + // Start the Dear ImGui frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplSDL2_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::Render(); + 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 }; + g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr); + g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + + g_pSwapChain->Present(1, 0); // Present with vsync + //g_pSwapChain->Present(0, 0); // Present without vsync + } + + // Cleanup + ImGui_ImplDX11_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceD3D(); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} + +// Helper functions to use DirectX11 +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(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 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 = nullptr; } + if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } +} + +void CreateRenderTarget() +{ + ID3D11Texture2D* pBackBuffer; + g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView); + pBackBuffer->Release(); +} + +void CleanupRenderTarget() +{ + if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; } +} |