| // Dear ImGui: standalone example application for SDL3 + DirectX 11 |
| // (SDL 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_sdl3.h" |
| #include "imgui_impl_dx11.h" |
| #include <d3d11.h> |
| #include <stdio.h> // printf |
| #include <SDL3/SDL.h> |
| |
| // Data |
| static ID3D11Device* g_pd3dDevice = nullptr; |
| static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr; |
| static IDXGISwapChain* g_pSwapChain = nullptr; |
| static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr; |
| |
| // Forward declarations of helper functions |
| bool CreateDeviceD3D(HWND hWnd); |
| void CleanupDeviceD3D(); |
| void CreateRenderTarget(); |
| void CleanupRenderTarget(); |
| |
| // Main code |
| int main(int, char**) |
| { |
| // Setup SDL |
| // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function] |
| if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) |
| { |
| printf("Error: SDL_Init(): %s\n", SDL_GetError()); |
| return 1; |
| } |
| |
| // Setup window |
| float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); |
| SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY; |
| SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+DirectX11 example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags); |
| if (window == nullptr) |
| { |
| printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); |
| return 1; |
| } |
| |
| SDL_PropertiesID props = SDL_GetWindowProperties(window); |
| HWND hwnd = (HWND)SDL_GetPointerProperty(props, SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr); |
| |
| // Initialize Direct3D |
| if (!CreateDeviceD3D(hwnd)) |
| { |
| CleanupDeviceD3D(); |
| return 1; |
| } |
| |
| SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); |
| SDL_ShowWindow(window); |
| |
| // Setup Dear ImGui context |
| IMGUI_CHECKVERSION(); |
| ImGui::CreateContext(); |
| ImGuiIO& io = ImGui::GetIO(); (void)io; |
| io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls |
| io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls |
| io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking |
| io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows |
| //io.ConfigViewportsNoAutoMerge = true; |
| //io.ConfigViewportsNoTaskBarIcon = true; |
| |
| // Setup Dear ImGui style |
| ImGui::StyleColorsDark(); |
| //ImGui::StyleColorsLight(); |
| |
| // Setup scaling |
| ImGuiStyle& style = ImGui::GetStyle(); |
| style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) |
| style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) |
| io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. |
| io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes. |
| |
| // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| { |
| style.WindowRounding = 0.0f; |
| style.Colors[ImGuiCol_WindowBg].w = 1.0f; |
| } |
| |
| // Setup Platform/Renderer backends |
| ImGui_ImplSDL3_InitForD3D(window); |
| ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); |
| |
| // Load Fonts |
| // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). |
| // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. |
| // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. |
| // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). |
| // - Read 'docs/FONTS.md' for more instructions and details. |
| // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. |
| // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! |
| //style.FontSizeBase = 20.0f; |
| //io.Fonts->AddFontDefaultVector(); |
| //io.Fonts->AddFontDefaultBitmap(); |
| //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); |
| //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); |
| //IM_ASSERT(font != nullptr); |
| |
| // 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 |
| bool done = false; |
| while (!done) |
| { |
| // 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. |
| // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] |
| SDL_Event event; |
| while (SDL_PollEvent(&event)) |
| { |
| ImGui_ImplSDL3_ProcessEvent(&event); |
| if (event.type == SDL_EVENT_QUIT) |
| done = true; |
| if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) |
| done = true; |
| if (event.type == SDL_EVENT_WINDOW_RESIZED && event.window.windowID == SDL_GetWindowID(window)) |
| { |
| // Release all outstanding references to the swap chain's buffers before resizing. |
| CleanupRenderTarget(); |
| g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0); |
| CreateRenderTarget(); |
| } |
| } |
| |
| // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] |
| if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) |
| { |
| SDL_Delay(10); |
| continue; |
| } |
| |
| // Start the Dear ImGui frame |
| ImGui_ImplDX11_NewFrame(); |
| ImGui_ImplSDL3_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 create 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 / io.Framerate, io.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(); |
| 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(); |
| } |
| |
| g_pSwapChain->Present(1, 0); // Present with vsync |
| //g_pSwapChain->Present(0, 0); // Present without vsync |
| } |
| |
| // Cleanup |
| // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] |
| ImGui_ImplDX11_Shutdown(); |
| ImGui_ImplSDL3_Shutdown(); |
| ImGui::DestroyContext(); |
| |
| CleanupDeviceD3D(); |
| SDL_DestroyWindow(window); |
| SDL_Quit(); |
| |
| return 0; |
| } |
| |
| // Helper functions to use DirectX11 |
| bool CreateDeviceD3D(HWND hWnd) |
| { |
| // Setup swap chain |
| // This is a basic setup. Optimally could use e.g. DXGI_SWAP_EFFECT_FLIP_DISCARD and handle fullscreen mode differently. See #8979 for suggestions. |
| 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; |
| |
| // Disable DXGI's default Alt+Enter fullscreen behavior. |
| // - You are free to leave this enabled, but it will not work properly with multiple viewports. |
| // - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates. |
| IDXGIFactory* pSwapChainFactory; |
| if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory)))) |
| { |
| pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER); |
| pSwapChainFactory->Release(); |
| } |
| |
| 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; } |
| } |