示例#1
0
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;
        }
    }
    
}
示例#2
0
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;
}
示例#3
0
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;
}
示例#4
0
文件: main.cpp 项目: ratzlaff/imgui
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;
}
示例#5
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();
		}
	}
}
示例#6
0
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;
}