Example #1
0
// Initialize the Direct3D resources required to run.
void Application::Initialize(int width, int height)
{
    m_window = std::make_unique<Window>(L"Game", width, height);
    m_window->RegisterUserData(reinterpret_cast<LONG_PTR>(this));

    m_deviceResources->SetWindow(m_window->GetHandle(), width, height);

    m_deviceResources->CreateDeviceResources();
    CreateDeviceDependentResources();

    m_deviceResources->CreateWindowSizeDependentResources();
    CreateWindowSizeDependentResources();

    // Scenes manager.
    m_sceneManager = std::make_unique<SceneManager>(m_deviceResources->GetD3DDeviceContext());
    m_sceneManager->PushScene(PlayScene::Instance());

    // TIP: Change the timer settings if you want something other than the default variable timestep mode.
    // e.g. for 60 FPS fixed timestep update logic, call:
    
    /*
    m_timer.SetFixedTimeStep(true);
    m_timer.SetTargetElapsedSeconds(1.0 / 60);
    */

    m_keyboard = std::make_unique<DirectX::Keyboard>();
    m_mouse = std::make_unique<Mouse>();
    //m_mouse->SetWindow(window);

    // Setup ImGui
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    //ImGuiIO& io = ImGui::GetIO();
    ImGui_ImplWin32_Init(m_window->GetHandle());
    ImGui_ImplDX11_Init(m_deviceResources->GetD3DDevice(), m_deviceResources->GetD3DDeviceContext());
    ImGui::StyleColorsDark();

}
Example #2
0
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;
}