155 lines
5.7 KiB
C++
155 lines
5.7 KiB
C++
#include <dwmapi.h>
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void ImGui_Application_Win32 () {
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ImGui_ImplWin32_EnableDpiAwareness();
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f32 main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
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bool success = os_create_window("Main Window", nullptr, true, true, false, ImGui_WndProc);
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Assert(success);
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HWND hwnd = get_main_window().window;
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// Initialize Direct3D
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if (!CreateDeviceD3D(hwnd)) {
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CleanupDeviceD3D();
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return;
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}
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// Set dark titlebar
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s64 dark_mode = 1;
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DWORD USE_IMMERSIVE_DARK_MODE = 20;
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::DwmSetWindowAttribute(hwnd, USE_IMMERSIVE_DARK_MODE, &dark_mode, sizeof(s64));
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// A hacky workaround to display the dark title bar properly. Nothing else we've tried worked
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::ShowWindow(hwnd, SW_HIDE);
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::ShowWindow(hwnd, SW_SHOW);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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printf("ImGui Version %s \n", ImGui::GetVersion());
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imgui_context = ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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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; // io.ConfigViewportsNoTaskBarIcon = true; // io.ConfigDockingAlwaysTabBar = true;
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// io.ConfigDockingTransparentPayload = true;
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// Setup Dear ImGui style
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// ImGui::StyleColorsDark();
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Set_Custom_Style();
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// Setup scaling
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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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// 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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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// Setup Platform/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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style.FontSizeBase = 24.0f;
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//io.Fonts->AddFontDefault();
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string font_file_name = "RobotoMono-Regular.ttf";
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imgui_default_font.sizes.allocator = GPAllocator();
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imgui_default_font.font_name = font_file_name;
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for (s64 i = 0; i < 6; i += 1) {
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f32 font_size = imgui_font_sizes[i];
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ImFont* new_font = io.Fonts->AddFontFromFileTTF((char*)font_file_name.data, font_size);
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if (new_font) {
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ImGui_Font_Size_Pair pair = {font_size, new_font};
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array_add(imgui_default_font.sizes, pair);
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}
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}
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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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// Main loop
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bool done = false;
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while (!done) {
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// Poll and handle messages (inputs, window resize, etc.)
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// See the WndProc() function below for our to dispatch events to the Win32 backend.
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MSG msg;
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while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) {
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::TranslateMessage(&msg);
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::DispatchMessage(&msg);
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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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// Handle window being minimized or screen locked
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if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) {
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::Sleep(10);
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continue;
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}
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g_SwapChainOccluded = false;
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// Handle window resize (we don't resize directly in the WM_SIZE handler)
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if (g_ResizeWidth != 0 && g_ResizeHeight != 0) {
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CleanupRenderTarget();
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g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0);
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g_ResizeWidth = g_ResizeHeight = 0;
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CreateRenderTarget();
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}
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// Start the Dear ImGui frame
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ImGui_ImplDX11_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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ImGui_Push_Default_Font();
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// Simple dockspace:
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ImGui::DockSpaceOverViewport();
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{ ImGui::Begin("Test panel");
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ImGui::End();
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}
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ImGui_Show_Font_Info();
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ImGui_Pop_Default_Font();
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// Rendering
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ImGui::Render();
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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 };
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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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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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} // while (!done)
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// Cleanupre
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ImGui_ImplDX11_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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CleanupDeviceD3D();
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::DestroyWindow(hwnd);
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} |