commit 0a56486b5a91de6553f8e59350725e0ce2e39ea6 Author: Nanako <469449812@qq.com> Date: Fri Jun 21 17:47:52 2024 +0800 init diff --git a/.gitmodules b/.gitmodules new file mode 100644 index 0000000..e3ede80 --- /dev/null +++ b/.gitmodules @@ -0,0 +1,3 @@ +[submodule "imgui"] + path = imgui + url = https://github.com/ocornut/imgui.git diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100644 index 0000000..ab612ad --- /dev/null +++ b/CMakeLists.txt @@ -0,0 +1,81 @@ +project(imgui LANGUAGES C CXX) +set(CMAKE_CXX_STANDARD 23) +set(CMAKE_C_STANDARD 11) +# 如果是macos +if (APPLE) + # 设置语言 + set(CMAKE_CXX_STANDARD 17) + set(CMAKE_C_STANDARD 11) + # 设置编译选项 + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -x objective-c++") + set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -x objective-c") +endif () + +set(ALL_FILES + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/imgui.h + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/imgui.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/imgui_draw.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/imgui_internal.h + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/imgui_tables.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/imgui_widgets.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/imstb_rectpack.h + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/imstb_textedit.h + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/imstb_truetype.h + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/misc/freetype/imgui_freetype.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/misc/freetype/imgui_freetype.h + ${CMAKE_CURRENT_SOURCE_DIR}/imconfig.h + ${CMAKE_CURRENT_SOURCE_DIR}/imgui_main.h +) + +# windows +if (WIN32) + list(APPEND ALL_FILES + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/backends/imgui_impl_win32.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/backends/imgui_impl_win32.h + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/backends/imgui_impl_dx11.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/backends/imgui_impl_dx11.h + ${CMAKE_CURRENT_SOURCE_DIR}/imgui_windows_main.cpp + ) +# macos +elseif (APPLE) + list(APPEND ALL_FILES + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/backends/imgui_impl_metal.mm + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/backends/imgui_impl_metal.h + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/backends/imgui_impl_glfw.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/backends/imgui_impl_glfw.h + ${CMAKE_CURRENT_SOURCE_DIR}/imgui_macos_main.mm + ) +# linux +else () + list(APPEND ALL_FILES + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/backends/imgui_impl_vulkan.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/backends/imgui_impl_vulkan.h + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/backends/imgui_impl_glfw.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/imgui/backends/imgui_impl_glfw.h + ) +endif () + +find_package(PkgConfig REQUIRED) +pkg_check_modules(FREETYPE REQUIRED freetype2) +include_directories(${FREETYPE_INCLUDE_DIRS}) +link_directories(${FREETYPE_LIBRARY_DIRS}) +add_definitions(${FREETYPE_CFLAGS_OTHER}) + +add_library(${PROJECT_NAME} STATIC ${ALL_FILES}) +target_include_directories(${PROJECT_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/imgui) +target_include_directories(${PROJECT_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/imgui/backends) +target_include_directories(${PROJECT_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}) + +# windows +if (WIN32) + target_link_libraries(${PROJECT_NAME} PRIVATE d3d11 dxgi d3dcompiler dwmapi) +elseif (APPLE) + target_link_libraries(${PROJECT_NAME} PRIVATE "-framework Metal") + target_link_libraries(${PROJECT_NAME} PRIVATE "-framework Cocoa") + target_link_libraries(${PROJECT_NAME} PRIVATE "-framework IOKit") + target_link_libraries(${PROJECT_NAME} PRIVATE "-framework QuartzCore") + target_link_libraries(${PROJECT_NAME} PRIVATE glfw) +else () + target_link_libraries(${PROJECT_NAME} PRIVATE vulkan) + target_link_libraries(${PROJECT_NAME} PRIVATE glfw) +endif () \ No newline at end of file diff --git a/README.md b/README.md new file mode 100644 index 0000000..e69de29 diff --git a/imconfig.h b/imconfig.h new file mode 100644 index 0000000..d556cba --- /dev/null +++ b/imconfig.h @@ -0,0 +1,131 @@ +//----------------------------------------------------------------------------- +// DEAR IMGUI COMPILE-TIME OPTIONS +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp +// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +//---- Define assertion handler. Defaults to calling assert(). +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts + +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +//#define IMGUI_API __declspec( dllexport ) +//#define IMGUI_API __declspec( dllimport ) + +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. +//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS +//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS. + +//---- Disable all of Dear ImGui or don't implement standard windows/tools. +// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. +//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty. + +//---- Don't implement some functions to reduce linkage requirements. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) +//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available + +//---- Include imgui_user.h at the end of imgui.h as a convenience +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. +//#define IMGUI_INCLUDE_IMGUI_USER_H +//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" + +//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//#define IMGUI_USE_WCHAR32 + +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined. +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined. + +//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. +//#define IMGUI_USE_STB_SPRINTF + +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. +//#define IMGUI_ENABLE_FREETYPE + +//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT) +// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided). +// Only works in combination with IMGUI_ENABLE_FREETYPE. +// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +//#define IMGUI_ENABLE_FREETYPE_LUNASVG + +//---- Use stb_truetype to build and rasterize the font atlas (default) +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. +//#define IMGUI_ENABLE_STB_TRUETYPE + +//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. +/* +#define IM_VEC2_CLASS_EXTRA \ + constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ +//---- ...Or use Dear ImGui's own very basic math operators. +//#define IMGUI_DEFINE_MATH_OPERATORS + +//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. +// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. +//#define ImDrawIdx unsigned int + +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase) +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() + +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID + +//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files) +/* +namespace ImGui +{ + void MyFunction(const char* name, MyMatrix44* mtx); +} +*/ diff --git a/imgui b/imgui new file mode 160000 index 0000000..21581cf --- /dev/null +++ b/imgui @@ -0,0 +1 @@ +Subproject commit 21581cf70cef16db7e9a7095703f3233997596ff diff --git a/imgui_macos_main.mm b/imgui_macos_main.mm new file mode 100644 index 0000000..a5a706b --- /dev/null +++ b/imgui_macos_main.mm @@ -0,0 +1,141 @@ +// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline +// (GLFW 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_glfw.h" +#include "imgui_impl_metal.h" +#include +#include +#include "imgui_main.h" + +#define GLFW_INCLUDE_NONE +#define GLFW_EXPOSE_NATIVE_COCOA +#include +#include + +#import +#import + +static GLFWwindow* g_main_window = nullptr; + +static void glfw_error_callback(int error, const char* description) +{ + fprintf(stderr, "Glfw Error %d: %s\n", error, description); +} + +int init_imgui() { + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + configure_imgui(io); + // Setup window + glfwSetErrorCallback(glfw_error_callback); + if (!glfwInit()) + return 1; + + // Create window with graphics context + glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); + g_main_window = glfwCreateWindow(1280, 720, get_window_title().c_str(), nullptr, nullptr); + if (g_main_window == nullptr) + return 1; + + return 0; +} + +bool imgui_new_frame() { + return true; +} + +void render_imgui() { + +} + +void shutdown_imgui() { + // Cleanup + ImGui_ImplMetal_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + glfwDestroyWindow(g_main_window); + glfwTerminate(); +} + +void run_imgui() { + init_imgui(); + + id device = MTLCreateSystemDefaultDevice(); + id commandQueue = [device newCommandQueue]; + + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForOther(g_main_window, true); + ImGui_ImplMetal_Init(device); + + NSWindow* nswin = glfwGetCocoaWindow(g_main_window); + CAMetalLayer* layer = [CAMetalLayer layer]; + layer.device = device; + layer.pixelFormat = MTLPixelFormatBGRA8Unorm; + nswin.contentView.layer = layer; + nswin.contentView.wantsLayer = YES; + + float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f}; + + MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new]; + while (!glfwWindowShouldClose(g_main_window)) { + @autoreleasepool { + // 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. + glfwPollEvents(); + std::this_thread::sleep_for(std::chrono::milliseconds(5)); + + int width, height; + glfwGetFramebufferSize(g_main_window, &width, &height); + layer.drawableSize = CGSizeMake(width, height); + id drawable = [layer nextDrawable]; + + id commandBuffer = [commandQueue commandBuffer]; + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]); + renderPassDescriptor.colorAttachments[0].texture = drawable.texture; + renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; + renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + [renderEncoder pushDebugGroup:@"ImGui demo"]; + + // Start the Dear ImGui frame + ImGui_ImplMetal_NewFrame(renderPassDescriptor); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + ImGuiIO& io = ImGui::GetIO(); + tick_imgui(io.DeltaTime); + draw_imgui(io.DeltaTime); + + // Rendering + ImGui::Render(); + ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + + [renderEncoder popDebugGroup]; + [renderEncoder endEncoding]; + + [commandBuffer presentDrawable:drawable]; + [commandBuffer commit]; + } + } + shutdown_imgui(); +} diff --git a/imgui_main.h b/imgui_main.h new file mode 100644 index 0000000..b93c34b --- /dev/null +++ b/imgui_main.h @@ -0,0 +1,17 @@ +#pragma once + +#include +#include "imgui.h" + +extern int init_imgui(); +extern void configure_imgui(ImGuiIO& io); +extern bool imgui_new_frame(); +extern void draw_imgui(float delta_time); +extern void render_imgui(); +extern void shutdown_imgui(); + +extern void tick_imgui(float delta_time); + +extern void run_imgui(); + +extern std::string get_window_title(); diff --git a/imgui_windows_main.cpp b/imgui_windows_main.cpp new file mode 100644 index 0000000..94e23d7 --- /dev/null +++ b/imgui_windows_main.cpp @@ -0,0 +1,228 @@ +#include "imgui.h" +#include "imgui_impl_dx11.h" +#include "imgui_impl_win32.h" +#include +#include +#include "imgui_main.h" + +// Data +static ID3D11Device* g_pd3dDevice = nullptr; +static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr; +static IDXGISwapChain* g_pSwapChain = nullptr; +static bool g_SwapChainOccluded = false; +static UINT g_ResizeWidth = 0, g_ResizeHeight = 0; +static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr; +static HWND hwnd = nullptr; +static WNDCLASSEXW wc; + +// 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 +int init_imgui() { + // Create application window + //ImGui_ImplWin32_EnableDpiAwareness(); + wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"Arona", nullptr }; + ::RegisterClassExW(&wc); + std::string window_title = get_window_title(); + wchar_t window_title_wchar[256]; + MultiByteToWideChar(CP_ACP, 0, window_title.c_str(), -1, window_title_wchar, 256); + hwnd = ::CreateWindowW(wc.lpszClassName, window_title_wchar, WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); + + // Initialize Direct3D + if (!CreateDeviceD3D(hwnd)) + { + CleanupDeviceD3D(); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + return 1; + } + + // Show the window + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + + configure_imgui(io); + + // Setup Platform/Renderer backends + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + return 0; +} + +bool imgui_new_frame() { + // Poll and handle messages (inputs, window resize, etc.) + // See the WndProc() function below for our to dispatch events to the Win32 backend. + MSG msg; + bool done = false; + while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + if (msg.message == WM_QUIT) + done = true; + } + if (done) + return false; + + // Handle window being minimized or screen locked + if (g_SwapChainOccluded && g_pSwapChain->Present(1, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) + { + ::Sleep(10); + return true; + } + g_SwapChainOccluded = false; + + // Handle window resize (we don't resize directly in the WM_SIZE handler) + if (g_ResizeWidth != 0 && g_ResizeHeight != 0) + { + CleanupRenderTarget(); + g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0); + g_ResizeWidth = g_ResizeHeight = 0; + CreateRenderTarget(); + } + + // Start the Dear ImGui frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + return true; +} + +void render_imgui() { + // Rendering + ImGui::Render(); + ImGuiIO& io = ImGui::GetIO(); + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + 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()); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + + // Present + HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync + //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync + g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED); +} + +void shutdown_imgui() { + // Cleanup + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceD3D(); + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); +} + +void run_imgui() { + init_imgui(); + while (true) { + if (!imgui_new_frame()) { + break; + } + ImGuiIO& io = ImGui::GetIO(); + tick_imgui(io.DeltaTime); + draw_imgui(io.DeltaTime); + render_imgui(); + } + shutdown_imgui(); +} + +// 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, }; + HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); + if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available. + res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); + if (res != 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; } +} + +// 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); + +// Win32 message handler +// 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. +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 (wParam == SIZE_MINIMIZED) + return 0; + g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize + g_ResizeHeight = (UINT)HIWORD(lParam); + 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 ::DefWindowProcW(hWnd, msg, wParam, lParam); +}