void Pyx::Graphics::Gui::ImGuiImpl::Initialize() { if (m_isInitialized) Shutdown(); auto& io = ImGui::GetIO(); io.IniFilename = nullptr; io.LogFilename = nullptr; SetupStyle(); auto* pRenderer = GraphicsContext::GetInstance().GetMainRenderer(); if (pRenderer) { switch (pRenderer->GetRendererType()) { case RendererType::D3D9: { auto* pD3D9Renderer = reinterpret_cast<Renderer::D3D9Renderer*>(pRenderer); auto* pDevice9 = pD3D9Renderer->GetDevice(); if (pDevice9) { ImGui_ImplDX9_Init(pD3D9Renderer->GetAttachedWindow(), pDevice9); if (!m_isResourcesCreated) CreateResources(); m_isInitialized = true; } break; } case RendererType::D3D11: { auto* pD3D11Renderer = reinterpret_cast<Renderer::D3D11Renderer*>(pRenderer); auto* pDevice11 = pD3D11Renderer->GetDevice(); ID3D11DeviceContext* pDevice11Context = nullptr; if (pDevice11) { pDevice11->GetImmediateContext(&pDevice11Context); ImGui_ImplDX11_Init(pD3D11Renderer->GetAttachedWindow(), pDevice11, pDevice11Context); pDevice11Context->Release(); if (!m_isResourcesCreated) CreateResources(); m_isInitialized = true; } break; } default: return; } } }
void GUI_Init( IDirect3DDevice9* pDevice ) { ImGui_ImplDX9_Init( G::Window, pDevice ); ImGuiStyle& style = ImGui::GetStyle(); style.Colors[ ImGuiCol_Text ] = ImVec4( 0.78f, 0.78f, 0.78f, 1.00f ); style.Colors[ ImGuiCol_TextDisabled ] = ImVec4( 0.59f, 0.59f, 0.59f, 1.00f ); style.Colors[ ImGuiCol_WindowBg ] = ImVec4( 0.13f, 0.13f, 0.13f, 1.00f ); style.Colors[ ImGuiCol_ChildWindowBg ] = ImVec4( 0.11f, 0.11f, 0.11f, 1.00f ); style.Colors[ ImGuiCol_Border ] = ImVec4( 0.20f, 0.20f, 0.20f, 1.00f ); style.Colors[ ImGuiCol_FrameBg ] = ImVec4( 0.80f, 0.80f, 0.80f, 0.09f ); style.Colors[ ImGuiCol_FrameBgHovered ] = ImVec4( 0.39f, 0.39f, 0.39f, 1.00f ); style.Colors[ ImGuiCol_FrameBgActive ] = ImVec4( 0.04f, 0.04f, 0.04f, 0.88f ); style.Colors[ ImGuiCol_TitleBg ] = ImVec4( 0.00f, 0.00f, 0.00f, 1.00f ); style.Colors[ ImGuiCol_TitleBgCollapsed ] = ImVec4( 0.00f, 0.00f, 0.00f, 0.20f ); style.Colors[ ImGuiCol_TitleBgActive ] = ImVec4( 0.00f, 0.00f, 0.00f, 1.00f ); style.Colors[ ImGuiCol_MenuBarBg ] = ImVec4( 0.35f, 0.35f, 0.35f, 1.00f ); style.Colors[ ImGuiCol_ScrollbarBg ] = ImVec4( 0.13f, 0.13f, 0.13f, 1.00f ); style.Colors[ ImGuiCol_ScrollbarGrab ] = ImVec4( 0.24f, 0.40f, 0.95f, 1.00f ); style.Colors[ ImGuiCol_ScrollbarGrabHovered ] = ImVec4( 0.24f, 0.40f, 0.95f, 0.59f ); style.Colors[ ImGuiCol_ScrollbarGrabActive ] = ImVec4( 0.00f, 0.00f, 0.00f, 1.00f ); style.Colors[ ImGuiCol_SliderGrab ] = ImVec4( 1.00f, 1.00f, 1.00f, 0.59f ); style.Colors[ ImGuiCol_SliderGrabActive ] = ImVec4( 0.24f, 0.40f, 0.95f, 1.00f ); style.Colors[ ImGuiCol_Button ] = ImVec4( 0.24f, 0.40f, 0.95f, 1.00f ); style.Colors[ ImGuiCol_ButtonHovered ] = ImVec4( 0.24f, 0.40f, 0.95f, 0.59f ); style.Colors[ ImGuiCol_ButtonActive ] = ImVec4( 0.39f, 0.39f, 0.39f, 1.00f ); style.Colors[ ImGuiCol_Header ] = ImVec4( 0.24f, 0.40f, 0.95f, 1.00f ); style.Colors[ ImGuiCol_HeaderHovered ] = ImVec4( 0.24f, 0.40f, 0.95f, 0.59f ); style.Colors[ ImGuiCol_HeaderActive ] = ImVec4( 0.39f, 0.39f, 0.39f, 1.00f ); style.Colors[ ImGuiCol_ColumnHovered ] = ImVec4( 0.70f, 0.02f, 0.60f, 0.22f ); style.Colors[ ImGuiCol_CloseButton ] = ImVec4( 0.24f, 0.40f, 0.95f, 1.00f ); style.Colors[ ImGuiCol_CloseButtonHovered ] = ImVec4( 0.24f, 0.40f, 0.95f, 0.59f ); style.WindowRounding = 0.f; style.FramePadding = ImVec2( 4, 1 ); style.ScrollbarSize = 10.f; style.ScrollbarRounding = 0.f; style.GrabMinSize = 5.f; G::d3dinit = true; }
int CALLBACK WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // Initialize comctl CoInitializeEx(NULL, COINIT_MULTITHREADED); static const wchar_t *class_name = L"ImGui Example"; // Create application window HINSTANCE instance = GetModuleHandle(NULL); HICON icon = LoadIcon(instance, MAKEINTRESOURCE(IDI_ICON1)); WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, instance, icon, NULL, NULL, NULL, class_name, NULL}; RegisterClassEx(&wc); HWND hwnd = CreateWindow(class_name, _T("Open Board Viewer"), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D LPDIRECT3D9 pD3D; if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) { UnregisterClass(class_name, wc.hInstance); return 0; } ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); g_d3dpp.Windowed = TRUE; g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; g_d3dpp.EnableAutoDepthStencil = TRUE; g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Create the D3DDevice if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) { pD3D->Release(); UnregisterClass(class_name, wc.hInstance); return 0; } // Setup ImGui binding ImGui_ImplDX9_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(); int ttf_size; unsigned char *ttf_data = LoadAsset(&ttf_size, ASSET_FIRA_SANS); ImFontConfig font_cfg{}; font_cfg.FontDataOwnedByAtlas = false; io.Fonts->AddFontFromMemoryTTF(ttf_data, ttf_size, 20.0f, &font_cfg); // 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()); #if 0 // Get current flag int tmpFlag = _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG); // Turn on leak-checking bit. tmpFlag |= _CRTDBG_CHECK_ALWAYS_DF; // Set flag to the new value. _CrtSetDbgFlag(tmpFlag); #endif BoardView app{}; bool show_test_window = true; bool show_another_window = false; ImVec4 clear_col = ImColor(20, 20, 30); // Main loop MSG msg; ZeroMemory(&msg, sizeof(msg)); ShowWindow(hwnd, SW_SHOWDEFAULT); UpdateWindow(hwnd); while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); continue; } ImGui_ImplDX9_NewFrame(); #if 0 // 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(); } #endif #if 0 // 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); ImGui::ShowTestWindow(&show_test_window); } #endif app.Update(); if (app.m_wantsQuit) { PostMessage(hwnd, WM_QUIT, 0, 0); } // Rendering g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false); D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_col.x * 255.0f), (int)(clear_col.y * 255.0f), (int)(clear_col.z * 255.0f), (int)(clear_col.w * 255.0f)); g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); if (g_pd3dDevice->BeginScene() >= 0) { ImGui::Render(); g_pd3dDevice->EndScene(); } g_pd3dDevice->Present(NULL, NULL, NULL, NULL); } ImGui_ImplDX9_Shutdown(); if (g_pd3dDevice) g_pd3dDevice->Release(); if (pD3D) pD3D->Release(); UnregisterClass(class_name, wc.hInstance); return 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(_T("ImGui Example"), _T("ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D LPDIRECT3D9 pD3D; if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) { UnregisterClass(_T("ImGui Example"), wc.hInstance); return 0; } ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); g_d3dpp.Windowed = TRUE; g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; g_d3dpp.EnableAutoDepthStencil = TRUE; g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate // Create the D3DDevice if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) { pD3D->Release(); UnregisterClass(_T("ImGui Example"), wc.hInstance); return 0; } // Setup Dear ImGui binding IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplDX9_Init(hwnd, g_pd3dDevice); // Setup style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); // 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); 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)); ShowWindow(hwnd, SW_SHOWDEFAULT); UpdateWindow(hwnd); 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_ImplDX9_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; static int counter = 0; ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) 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 ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state ImGui::Checkbox("Another Window", &show_another_window); if (ImGui::Button("Button")) // Buttons return true when clicked (NB: 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); } // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); if (ImGui::Button("Close Me")) show_another_window = false; ImGui::End(); } // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! 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 ImGui::EndFrame(); g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false); D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f)); g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); if (g_pd3dDevice->BeginScene() >= 0) { ImGui::Render(); ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); g_pd3dDevice->EndScene(); } HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL); // Handle loss of D3D9 device if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET) { ImGui_ImplDX9_InvalidateDeviceObjects(); g_pd3dDevice->Reset(&g_d3dpp); ImGui_ImplDX9_CreateDeviceObjects(); } } ImGui_ImplDX9_Shutdown(); ImGui::DestroyContext(); if (g_pd3dDevice) g_pd3dDevice->Release(); if (pD3D) pD3D->Release(); DestroyWindow(hwnd); UnregisterClass(_T("ImGui Example"), wc.hInstance); return 0; }
INDICIUM_EXPORT Present(IID guid, LPVOID unknown) { static auto bIsImGuiInitialized = false; if (guid == IID_IDirect3DDevice9) { if (!bIsImGuiInitialized) { if (g_hWnd) { ImGui_ImplDX9_Init(g_hWnd, static_cast<IDirect3DDevice9*>(unknown)); BOOST_LOG_TRIVIAL(info) << "ImGui (DX9) initialized"; bIsImGuiInitialized = true; } } else { ImGui_ImplDX9_NewFrame(); RenderScene(); } } else if (guid == IID_IDirect3DDevice9Ex) { if (!bIsImGuiInitialized) { if (g_hWnd) { ImGui_ImplDX9_Init(g_hWnd, static_cast<IDirect3DDevice9Ex*>(unknown)); BOOST_LOG_TRIVIAL(info) << "ImGui (DX9Ex) initialized"; bIsImGuiInitialized = true; } } else { ImGui_ImplDX9_NewFrame(); RenderScene(); } } else if (guid == IID_IDXGISwapChain) { auto chain = static_cast<IDXGISwapChain*>(unknown); static ID3D11DeviceContext* ctx = nullptr; static ID3D11RenderTargetView* view = nullptr; static ID3D11Device* dev = nullptr; if (!bIsImGuiInitialized) { // window handle available, initialize if (g_hWnd) { // get device chain->GetDevice(__uuidof(dev), reinterpret_cast<void**>(&dev)); // get device context dev->GetImmediateContext(&ctx); // initialize ImGui ImGui_ImplDX11_Init(g_hWnd, dev, ctx); BOOST_LOG_TRIVIAL(info) << "ImGui (DX11) initialized"; bIsImGuiInitialized = true; } } else { DXGI_SWAP_CHAIN_DESC sd; chain->GetDesc(&sd); if (view) view->Release(); // Create the render target ID3D11Texture2D* pBackBuffer; D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc; ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc)); render_target_view_desc.Format = sd.BufferDesc.Format; render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; chain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer)); dev->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &view); ctx->OMSetRenderTargets(1, &view, nullptr); pBackBuffer->Release(); ImGui_ImplDX11_NewFrame(); RenderScene(); } } }
int CALLBACK WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // Initialize comctl CoInitializeEx(NULL, COINIT_MULTITHREADED); static const wchar_t *class_name = L"ImGui Example"; // Create application window HINSTANCE instance = GetModuleHandle(NULL); HICON icon = LoadIcon(instance, MAKEINTRESOURCE(IDI_ICON1)); WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, instance, icon, NULL, NULL, NULL, class_name, NULL}; RegisterClassEx(&wc); HWND hwnd = CreateWindow(class_name, _T("Open Board Viewer"), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 1280, 800, NULL, NULL, wc.hInstance, NULL); DragAcceptFiles(hwnd, true); // Initialize Direct3D LPDIRECT3D9 pD3D; if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) { UnregisterClass(class_name, wc.hInstance); MessageBox(hwnd, L"Failed to initialise Direct3D", NULL, 0); return 0; } ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); g_d3dpp.Windowed = TRUE; g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; g_d3dpp.EnableAutoDepthStencil = TRUE; g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Create the D3DDevice if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) { pD3D->Release(); UnregisterClass(class_name, wc.hInstance); MessageBox(hwnd, L"Failed to create Direct3D device", NULL, 0); return 0; } // Setup ImGui binding ImGui_ImplDX9_Init(hwnd, g_pd3dDevice); ImGuiIO &io = ImGui::GetIO(); io.IniFilename = NULL; // Disable imgui.ini // Load Fonts for (auto name : {"Liberation Sans", "DejaVu Sans", "Arial", ""}) { // Empty string = use system default font ImFontConfig font_cfg{}; font_cfg.FontDataOwnedByAtlas = false; const std::vector<char> ttf = load_font(name); if (!ttf.empty()) { io.Fonts->AddFontFromMemoryTTF( const_cast<void *>(reinterpret_cast<const void *>(ttf.data())), ttf.size(), 20.0f, &font_cfg); break; } } io.Fonts->AddFontDefault(); // ImGui fallback font #if 0 // Get current flag int tmpFlag = _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG); // Turn on leak-checking bit. tmpFlag |= _CRTDBG_CHECK_ALWAYS_DF; // Set flag to the new value. _CrtSetDbgFlag(tmpFlag); #endif BoardView app{}; bool show_test_window = true; bool show_another_window = false; ImVec4 clear_col = ImColor(20, 20, 30); // Main loop MSG msg; ZeroMemory(&msg, sizeof(msg)); ShowWindow(hwnd, SW_SHOWDEFAULT); UpdateWindow(hwnd); while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); continue; } ImGui_ImplDX9_NewFrame(); if (msg.message == WM_DROPFILES) { HDROP hDrop = (HDROP)msg.wParam; TCHAR *lpszFile = new TCHAR[MAX_PATH]; UINT uFile = 0; uFile = DragQueryFile(hDrop, 0xFFFFFFFF, NULL, NULL); if (uFile > 1) { app.ShowError("Multiple files not supported"); } else { lpszFile[0] = '\0'; if (DragQueryFile(hDrop, 0, lpszFile, MAX_PATH)) { char *fileAsChar = new char[MAX_PATH]; wcstombs_s(NULL, fileAsChar, MAX_PATH, lpszFile, wcslen(lpszFile) + 1); app.OpenFile(fileAsChar); } } DragFinish(hDrop); } #if 0 // 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(); } #endif #if 0 // 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); ImGui::ShowTestWindow(&show_test_window); } #endif app.Update(); if (app.m_wantsQuit) { PostMessage(hwnd, WM_QUIT, 0, 0); } if (app.m_wantsTitleChange) { app.m_wantsTitleChange = false; TCHAR title[MAX_PATH + 100]; TCHAR filename[MAX_PATH + 10]; // Convert character encoding if required, and format the window title mbstowcs_s(NULL, filename, _countof(filename), app.m_lastFileOpenName, strlen(app.m_lastFileOpenName)); _stprintf_s(title, _countof(title), L"%s - Open Board Viewer", filename); SetWindowText(hwnd, title); } // Rendering g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false); D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_col.x * 255.0f), (int)(clear_col.y * 255.0f), (int)(clear_col.z * 255.0f), (int)(clear_col.w * 255.0f)); g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); if (g_pd3dDevice->BeginScene() >= 0) { ImGui::Render(); g_pd3dDevice->EndScene(); } g_pd3dDevice->Present(NULL, NULL, NULL, NULL); } ImGui_ImplDX9_Shutdown(); if (g_pd3dDevice) g_pd3dDevice->Release(); if (pD3D) pD3D->Release(); UnregisterClass(class_name, wc.hInstance); DragAcceptFiles(hwnd, false); return 0; }