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(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D if (CreateDeviceD3D(hwnd) < 0) { CleanupDeviceD3D(); UnregisterClass(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; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); // Setup Platform/Renderer bindings ImGui_ImplWin32_Init(hwnd); 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 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); // 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 MSG msg; ZeroMemory(&msg, sizeof(msg)); 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_ImplDX11_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::Render(); g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); g_pSwapChain->Present(1, 0); // Present with vsync //g_pSwapChain->Present(0, 0); // Present without vsync } ImGui_ImplDX11_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); CleanupDeviceD3D(); DestroyWindow(hwnd); UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; }
int main(int ac, const char **av) { // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("Douceur"), NULL }; RegisterClassEx(&wc); HWND hwnd = CreateWindow(_T("Douceur"), _T("Douceur"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D if (CreateDeviceD3D(hwnd) < 0) { CleanupDeviceD3D(); UnregisterClass(_T("Douceur"), wc.hInstance); return 1; } // Show the window ShowWindow(hwnd, SW_SHOWDEFAULT); UpdateWindow(hwnd); // Setup ImGui binding ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext); // Load Fonts // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details) //ImGuiIO& io = ImGui::GetIO(); //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); bool show_test_window = true; ImVec4 clear_col = ImColor(114, 144, 154); // Main loop MSG msg; ZeroMemory(&msg, sizeof(msg)); std::string arduinoMsg; std::string arduinoDisplayMsg; bool messageEnded = true; FMOD::System *fmodSystem; FMOD::System_Create(&fmodSystem); FMOD::Sound *sound = 0; FMOD::Channel *channel = 0; FMOD::ChannelGroup *mastergroup = 0; fmodSystem->init(128, FMOD_INIT_NORMAL, 0); fmodSystem->getMasterChannelGroup(&mastergroup); fmodSystem->createSound("../DouceurExternal/audio-samples/Yamaha-1.wav", FMOD_LOOP_NORMAL, 0, &sound); unsigned int soundLength = 0; sound->getLength(&soundLength, FMOD_TIMEUNIT_MS); Serial arduino("COM6"); Board board(fmodSystem); while (msg.message != WM_QUIT) { fmodSystem->update(); if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); continue; } ImGui_ImplDX11_NewFrame(); static bool first = true; static int from = 0; static int to = 400; static float freq = 1.f; static float pan = 0.f; static float pitch = 0.f; if (!first) { fmodSystem->playSound(sound, mastergroup, false, &channel); first = true; to = soundLength; channel->getFrequency(&freq); channel->getPitch(&pitch); } { ImGui::SetNextWindowPos(ImVec2(10, 10)); ImGui::Begin("FPS", nullptr, ImVec2(0, 0), 0.3f, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::End(); } if (false) { ImGui::Begin("SoloudTest"); bool changed = ImGui::SliderInt("from", (int*)&from, 0, soundLength - 1); changed |= ImGui::SliderInt("to", (int*)&to, 1, soundLength); changed |= ImGui::SliderFloat("freq", &freq, 0, 500000.f); changed |= ImGui::SliderFloat("pan", &pan, -1.f, 1.f); changed |= ImGui::SliderFloat("pitch", &pitch, 0.f, 10.f); if (changed) { if (from >= to) { from = to - 1; } channel->setLoopPoints(from, FMOD_TIMEUNIT_MS, to, FMOD_TIMEUNIT_MS); channel->setFrequency(freq); channel->setPan(pan); } ImGui::End(); } if (false) { ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // 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(nullptr); } board.updateGui(); //Arduino test { if (arduino.IsConnected()) { if (ImGui::Begin("Arduino test")) { char buffer[2048]; if (messageEnded) { arduino.WriteData("A", 1); messageEnded = false; } while (!messageEnded) { int count = arduino.ReadData(buffer, 2047); if (count) { buffer[count] = '\0'; if (buffer[count - 1] == '@') { buffer[count - 1] = '\0'; messageEnded = true; } arduinoMsg += buffer; } else { break; } } if (messageEnded) { board.updatePadsVoltage(arduinoMsg); arduinoDisplayMsg = arduinoMsg; arduinoMsg.clear(); } ImGui::TextWrapped(arduinoDisplayMsg.c_str()); ImGui::Text("Message size : %i", arduinoDisplayMsg.size()); } ImGui::End(); board.displayPadsVoltage(); } } // Rendering g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col); ImGui::Render(); g_pSwapChain->Present(0, 0); } ImGui_ImplDX11_Shutdown(); CleanupDeviceD3D(); UnregisterClass(_T("Douceur"), wc.hInstance); return EXIT_SUCCESS; }
int main(int, char**) { // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL }; RegisterClassEx(&wc); HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D if (CreateDeviceD3D(hwnd) < 0) { CleanupDeviceD3D(); UnregisterClass(_T("ImGui Example"), wc.hInstance); return 1; } // Show the window ShowWindow(hwnd, SW_SHOWDEFAULT); UpdateWindow(hwnd); // Setup ImGui binding ImGui_ImplDX10_Init(hwnd, g_pd3dDevice); // Load Fonts // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details) //ImGuiIO& io = ImGui::GetIO(); //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); bool show_test_window = true; bool show_another_window = false; ImVec4 clear_col = ImColor(114, 144, 154); // Main 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; } ImGui_ImplDX10_NewFrame(); // 1. Show a simple window // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" { static float f = 0.0f; ImGui::Text("Hello, world!"); ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ImGui::ColorEdit3("clear color", (float*)&clear_col); if (ImGui::Button("Test Window")) show_test_window ^= 1; if (ImGui::Button("Another Window")) show_another_window ^= 1; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello"); ImGui::End(); } // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() if (show_test_window) { ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // 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); } // Rendering g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col); ImGui::Render(); g_pSwapChain->Present(0, 0); } ImGui_ImplDX10_Shutdown(); CleanupDeviceD3D(); UnregisterClass(_T("ImGui Example"), wc.hInstance); return 0; }
int main(int, char**) { // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL }; RegisterClassEx(&wc); HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D if (CreateDeviceD3D(hwnd) < 0) { CleanupDeviceD3D(); UnregisterClass(_T("ImGui Example"), wc.hInstance); return 1; } // Show the window ShowWindow(hwnd, SW_SHOWDEFAULT); UpdateWindow(hwnd); // Setup ImGui binding ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext); // Setup style ImGui::StyleColorsClassic(); //ImGui::StyleColorsDark(); // 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 'extra_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 \\ ! //ImGuiIO& io = ImGui::GetIO(); //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../extra_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)); while (msg.message != WM_QUIT) { // 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; } ImGui_ImplDX11_NewFrame(); // 1. Show a simple window. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; ImGui::Text("Hello, world!"); // Some text (you can use a format string too) ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well. show_demo_window ^= 1; if (ImGui::Button("Another Window")) show_another_window ^= 1; ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); ImGui::End(); } // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). if (show_demo_window) { ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! ImGui::ShowDemoWindow(&show_demo_window); } // Rendering g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color); ImGui::Render(); g_pSwapChain->Present(1, 0); // Present with vsync //g_pSwapChain->Present(0, 0); // Present without vsync } ImGui_ImplDX11_Shutdown(); CleanupDeviceD3D(); UnregisterClass(_T("ImGui Example"), wc.hInstance); return 0; }
int WINAPI wWinMain(HINSTANCE /*instance*/, HINSTANCE /*prev_instance*/, PWSTR /*cmd_line*/, int /*cmd_show*/) { WNDCLASSEX wc = {}; wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_CLASSDC; wc.lpfnWndProc = WndProc; wc.hInstance = GetModuleHandleW(nullptr); wc.hCursor = LoadCursorW(nullptr, IDC_ARROW); wc.lpszClassName = L"ImGui Sandbox"; ::RegisterClassExW(&wc); HWND hwnd = ::CreateWindowExW(0, L"ImGui Sandbox", L"ImGui DirectX11 Sandbox", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); if (FAILED(CreateDeviceD3D(hwnd))) { CleanupDeviceD3D(); ::UnregisterClassW(L"ImGui Sandbox", wc.hInstance); return 1; } ::ShowWindow(hwnd, SW_SHOWDEFAULT); ::UpdateWindow(hwnd); ImGui_ImplDX11_Init(hwnd, g_device, g_device_context); MSG msg = {}; while (msg.message != WM_QUIT) { if (::PeekMessageW(&msg, nullptr, 0U, 0U, PM_REMOVE)) { ::TranslateMessage(&msg); ::DispatchMessageW(&msg); continue; } ImGui_ImplDX11_NewFrame(); ImGui::SetNextWindowSize(ImVec2(320, 250), ImGuiSetCond_FirstUseEver); ImGui::SetNextWindowPos(ImVec2(15, 15), ImGuiSetCond_FirstUseEver); if (ImGui::Begin("Sandbox")) { ImGui::Text("Test"); ImGui::Text("FPS: %.1f.", ImGui::GetIO().Framerate); } ImGui::End(); ImVec4 clear_col = ImColor(114, 144, 154); g_device_context->ClearRenderTargetView(g_main_rtv, &clear_col.x); ImGui::Render(); g_swap_chain->Present(0, 0); } ImGui_ImplDX11_Shutdown(); CleanupDeviceD3D(); ::UnregisterClassW(L"ImGui Sandbox", wc.hInstance); return 0; }