#include void ImGui_Application_Win32 () { ImGui_ImplWin32_EnableDpiAwareness(); f32 main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); bool success = os_create_window("Main Window", nullptr, true, true, false, ImGui_WndProc); Assert(success); HWND hwnd = get_main_window().window; // Initialize Direct3D if (!CreateDeviceD3D(hwnd)) { CleanupDeviceD3D(); return; } // Set dark titlebar s64 dark_mode = 1; DWORD USE_IMMERSIVE_DARK_MODE = 20; ::DwmSetWindowAttribute(hwnd, USE_IMMERSIVE_DARK_MODE, &dark_mode, sizeof(s64)); // A hacky workaround to display the dark title bar properly. Nothing else we've tried worked ::ShowWindow(hwnd, SW_HIDE); ::ShowWindow(hwnd, SW_SHOW); // Setup Dear ImGui context IMGUI_CHECKVERSION(); printf("ImGui Version %s \n", ImGui::GetVersion()); imgui_context = 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; // io.ConfigDockingAlwaysTabBar = true; // io.ConfigDockingTransparentPayload = true; // Setup Dear ImGui style // ImGui::StyleColorsDark(); Set_Custom_Style(); // 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_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); style.FontSizeBase = 24.0f; //io.Fonts->AddFontDefault(); string font_file_name = "RobotoMono-Regular.ttf"; imgui_default_font.sizes.allocator = GPAllocator(); imgui_default_font.font_name = font_file_name; for (s64 i = 0; i < 6; i += 1) { f32 font_size = imgui_font_sizes[i]; ImFont* new_font = io.Fonts->AddFontFromFileTTF((char*)font_file_name.data, font_size); if (new_font) { ImGui_Font_Size_Pair pair = {font_size, new_font}; array_add(imgui_default_font.sizes, pair); } } 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 messages (inputs, window resize, etc.) // See the WndProc() function below for our to dispatch events to the Win32 backend. MSG msg; while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) { ::TranslateMessage(&msg); ::DispatchMessage(&msg); if (msg.message == WM_QUIT) done = true; } if (done) break; // Handle window being minimized or screen locked if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) { ::Sleep(10); continue; } g_SwapChainOccluded = false; // Handle window resize (we don't resize directly in the WM_SIZE handler) if (g_ResizeWidth != 0 && g_ResizeHeight != 0) { CleanupRenderTarget(); g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0); g_ResizeWidth = g_ResizeHeight = 0; CreateRenderTarget(); } // Start the Dear ImGui frame ImGui_ImplDX11_NewFrame(); ImGui_ImplWin32_NewFrame(); ImGui::NewFrame(); ImGui_Push_Default_Font(); // Simple dockspace: ImGui::DockSpaceOverViewport(); { ImGui::Begin("Test panel"); ImGui::End(); } ImGui_Show_Font_Info(); ImGui_Pop_Default_Font(); // Rendering ImGui::Render(); const f32 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(); } // Present HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync // HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED); } // while (!done) // Cleanupre ImGui_ImplDX11_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); CleanupDeviceD3D(); ::DestroyWindow(hwnd); }