363 lines
16 KiB
C++
363 lines
16 KiB
C++
// IMGUI相关库包含
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#include "imgui.h"
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#include "imgui_impl_win32.h"
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#include "imgui_impl_dx11.h"
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extern "C"
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{
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// Mingw 相关库
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#include "d3d11.h"
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#include "tchar.h"
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#include "wchar.h"
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// 自定义头文件
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#include "Global_Variables.hpp"
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}
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// 辅助函数声明
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bool CreateDeviceD3D(HWND hWnd); // 创建 Direct 3D 设备
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void CleanupDeviceD3D(); // 清理 Direct3D 设备
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void CreateRenderTarget(); // 创建渲染目标
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void CleanupRenderTarget(); // 清理渲染目标
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// Windows窗体事件处理函数声明
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// 重定义窗体消息处理函数 >> imgui_impl_win32.cpp
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// 入口主函数
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
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{
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// 启用DPI响应并获取主显示器分辨率
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ImGui_ImplWin32_EnableDpiAwareness();
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float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(MonitorFromPoint(POINT{0, 0}, MONITOR_DEFAULTTOPRIMARY));
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// 窗体类结构体
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WNDCLASSEXW wc; // Windows 扩展窗体类
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wc.cbSize = sizeof(wc); // 类结构大小
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wc.style = CS_CLASSDC; // 绘制样式使用类设备上下文 Class Device Context
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wc.lpfnWndProc = WndProc; // 窗体事件处理回调函数
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wc.cbClsExtra = 0L; // 为窗口类额外分配的字节数,通常为 0
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wc.cbWndExtra = 0L; // 为窗口实例额外分配的字节数,通常为 0
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wc.hInstance = hInstance; // 应用程序实例的句柄。
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wc.hIcon = LoadIconW(hInstance, IDI_APPLICATION); // 应用图标样式
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wc.hCursor = LoadCursorW(hInstance, IDC_ARROW); // 应用光标样式
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wc.hbrBackground = (HBRUSH)COLOR_WINDOWFRAME; // 窗体背景颜色刷
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wc.lpszMenuName = nullptr; // 窗体菜单名称
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wc.lpszClassName = L"DLT_Splitter_Base_Window_Class"; // 窗体注册类名
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wc.hIconSm = LoadIconW(hInstance, IDI_APPLICATION); // 应用小图标样式
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// 注册窗体类
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RegisterClassExW(&wc);
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// 创建窗体
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HWND hwnd = CreateWindowW(wc.lpszClassName, // 创建的窗体类名
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L"DLT Splitter —— Dev by: LuChiChick", // 窗体标题
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WS_OVERLAPPEDWINDOW, // 窗体风格为标准可重叠的顶层窗口
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100, // 起始坐标x
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100, // 起始坐标y
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(int)(1280 * main_scale), // 窗体长
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(int)(720 * main_scale), // 窗体宽
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nullptr, // 父窗体句柄
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nullptr, // 菜单句柄
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wc.hInstance, // 创建实例句柄
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nullptr); // 额外的事件参数指针
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// 在窗体内创建 Direct 3D 设备
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if (!CreateDeviceD3D(hwnd))
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{
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// 未创建完成时清理 Direct 3D 设备并清理窗体注册类
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CleanupDeviceD3D();
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UnregisterClassW(wc.lpszClassName, wc.hInstance);
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// 返回错误代码
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return -1;
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}
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// 显示窗体并强制更新一次窗体
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ShowWindow(hwnd, SW_SHOWDEFAULT);
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UpdateWindow(hwnd);
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// 检查版本
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IMGUI_CHECKVERSION();
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// 建立 Dear ImGui 上下文
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ImGui::CreateContext();
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// 获取ImGui IO 设备配置结构体
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ImGuiIO &io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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// io.ConfigViewportsNoAutoMerge = true;
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// io.ConfigViewportsNoTaskBarIcon = true;
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// io.ConfigDockingAlwaysTabBar = true;
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// io.ConfigDockingTransparentPayload = true;
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io.IniFilename = nullptr; // 不生成ini布局配置文件
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// 主题为亮/暗
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ImGui::StyleColorsLight();
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// ImGui::StyleColorsDark();
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// Setup scaling
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// 获取风格渲染配置并整缩放比例
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ImGuiStyle &style = ImGui::GetStyle();
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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)
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style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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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.
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io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
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// 调整视窗移动出主窗体范围外时的风格以匹配原生风格
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// 初始化渲染器后端(Renderer backends)
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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// 字体配置相关
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{
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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// style.FontSizeBase = 20.0f;
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// io.Fonts->AddFontDefault();
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// io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
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// ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
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// IM_ASSERT(font != nullptr);
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}
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// 主事件循环
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bool done = false;
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while (!done)
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{
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// 非阻塞式获取所有窗体消息,Pick消息后从消息队列删除,并转译和派发消息
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MSG msg;
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while (PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
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{
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TranslateMessage(&msg); // 转译
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DispatchMessageW(&msg); // 派发
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// 窗体关闭事件
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if (msg.message == WM_QUIT)
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done = true;
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}
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if (done)
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break;
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// 处理窗体最小化或屏幕被锁定
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if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
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{
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// 休眠10ms并跳过渲染
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continue;
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}
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g_SwapChainOccluded = false;
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// 开始创建当前绘制帧(创建顺序:DirectX -> Win32 -> ImGui)
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ImGui_ImplDX11_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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// 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!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float *)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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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)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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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};
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g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
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g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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}
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// Present
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HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
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// HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
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g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
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}
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// 收尾清理工作
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ImGui_ImplDX11_Shutdown(); // 关闭 ImGui DX11 组件
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ImGui_ImplWin32_Shutdown(); // 关闭 ImGui Win32 组件
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ImGui::DestroyContext(); // 销毁 ImGui 上下文
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CleanupDeviceD3D(); // 清理 Direct 3D 设备
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DestroyWindow(hwnd); // 销毁窗体
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UnregisterClassW(wc.lpszClassName, wc.hInstance); // 取消窗体注册类
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return 0;
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}
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// 创建 Direct 3D 设备
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bool CreateDeviceD3D(HWND hWnd)
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{
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// Setup swap chain
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DXGI_SWAP_CHAIN_DESC sd;
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferCount = 2;
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sd.BufferDesc.Width = 0;
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sd.BufferDesc.Height = 0;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferDesc.RefreshRate.Numerator = 60;
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sd.BufferDesc.RefreshRate.Denominator = 1;
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sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.OutputWindow = hWnd;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.Windowed = TRUE;
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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UINT createDeviceFlags = 0;
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// createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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D3D_FEATURE_LEVEL featureLevel;
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const D3D_FEATURE_LEVEL featureLevelArray[2] = {
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_0,
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};
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HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
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if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
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res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
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if (res != S_OK)
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return false;
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// Disable DXGI's default Alt+Enter fullscreen behavior.
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// - You are free to leave this enabled, but it will not work properly with multiple viewports.
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// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
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IDXGIFactory *pSwapChainFactory;
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if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
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pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
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CreateRenderTarget();
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return true;
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}
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// 清理 Direct3D 设备
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void CleanupDeviceD3D()
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{
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CleanupRenderTarget();
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if (g_pSwapChain)
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{
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g_pSwapChain->Release();
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g_pSwapChain = nullptr;
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}
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if (g_pd3dDeviceContext)
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{
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g_pd3dDeviceContext->Release();
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g_pd3dDeviceContext = nullptr;
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}
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if (g_pd3dDevice)
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{
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g_pd3dDevice->Release();
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g_pd3dDevice = nullptr;
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}
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}
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// 创建渲染目标
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void CreateRenderTarget()
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{
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ID3D11Texture2D *pBackBuffer;
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g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
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pBackBuffer->Release();
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}
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// 清理渲染目标
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void CleanupRenderTarget()
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{
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if (g_mainRenderTargetView)
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{
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g_mainRenderTargetView->Release();
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g_mainRenderTargetView = nullptr;
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}
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}
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// Windows窗体事件处理函数
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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// 优先让ImGui处理消息
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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return true;
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// 筛查并处理余下的消息事件
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switch (msg)
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{
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case WM_SIZE: // 窗体大小变事件
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if (wParam != SIZE_MINIMIZED) // 窗体未处于最小化时进行重绘
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{
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// 清理渲染器并重新创建对应窗体大小的渲染器目标 低字为宽,高字为长
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CleanupRenderTarget();
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g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
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CreateRenderTarget();
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}
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return 0;
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case WM_SYSCOMMAND: // 系统指令事件
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if ((wParam & 0xfff0) == SC_KEYMENU) // 禁用ALT键菜单响应,交给IMGUI实现 Disable ALT
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return 0;
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break;
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case WM_DESTROY: // 窗体销毁事件
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PostQuitMessage(0); // 派发应用退出(Quit)消息
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return 0;
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}
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// 剩余的消息交给默认的消息处理函数
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return DefWindowProcW(hWnd, msg, wParam, lParam);
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}
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