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astral/examples/example_win32_directx11/main.cpp
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2026-03-27 00:30:28 -05:00

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// Dear ImGui: standalone example application for DirectX 11
// 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
#define IMGUI_DEFINE_MATH_OPERATORS
#include "imgui.h"
#include "imgui_impl_win32.h"
#include "imgui_impl_dx11.h"
#include <d3d11.h>
#include <tchar.h>
#include <misc/freetype/imgui_freetype.h>
#include <string>
#include <vector>
#include <cmath>
#include "imgui_internal.h"
#include "fonts/montserrat.c"
// Data
static ID3D11Device* g_pd3dDevice = nullptr;
static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
static IDXGISwapChain* g_pSwapChain = nullptr;
static bool g_SwapChainOccluded = false;
static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
#define IM_PI 3.14159265358979323846f
// Forward declarations of helper functions
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
void CleanupRenderTarget();
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
void draw_star(ImVec2 center, float outerRadius, float innerRadius, int numPoints, ImU32 color, float rotation)
{
ImDrawList* drawList = ImGui::GetWindowDrawList();
int totalPoints = numPoints * 2;
for (int i = 0; i < totalPoints; i++)
{
float angle = rotation + ((float)i / totalPoints) * 2.0f * IM_PI - (IM_PI / 2.0f);
float radius = (i % 2 == 0) ? outerRadius : innerRadius;
drawList->PathLineTo(ImVec2(
center.x + cosf(angle) * radius,
center.y + sinf(angle) * radius
));
}
drawList->PathFillConcave(color);
}
// Main code
int main(int, char**)
{
// Create application window
//ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
::RegisterClassExW(&wc);
HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
return 1;
}
// Show the window
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
// 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
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
ImFontConfig cfg;
cfg.FontBuilderFlags = ImGuiFreeTypeBuilderFlags_LoadColor;
cfg.PixelSnapH = true;
cfg.SizePixels = 18.0f;
cfg.RasterizerMultiply = 1.0f;
ImFont* font = io.Fonts->AddFontFromMemoryTTF(montserrat, sizeof(montserrat), 18.0f, &cfg, io.Fonts->GetGlyphRangesCyrillic());
// Our state
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
bool test_bool = false;
float test_float = 0.f;
int test_int = 0;
// 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::ShowDemoWindow();
ImGui::PushFontShadow(IM_COL32(0, 0, 0, 0));
ImGui::SetNextWindowBgAlpha(1.f);
ImGui::SetNextWindowSize(ImVec2(620, 620));
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 10.f);
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 10.f);
ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 10.f);
ImGui::Begin("##mocha_main", 0, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoBackground);
{
auto pos = ImGui::GetWindowPos();
auto size = ImGui::GetWindowSize();
auto draw = ImGui::GetWindowDrawList();
auto b_draw = ImGui::GetBackgroundDrawList();
/*const int shadow_layers = 10;
const float shadow_size = 5.0f;
for (int i = 0; i < shadow_layers; ++i)
{
const float t = (float)(i + 1) / (float)shadow_layers;
const float expand = t * shadow_size;
const int alpha = (int)(40.0f * (1.0f - t));
b_draw->AddRectFilled(
ImVec2(pos.x - expand, pos.y - expand),
ImVec2(pos.x + size.x + expand, pos.y + size.y + expand),
IM_COL32(40, 46, 60, alpha),
10.0f + expand
);
}*/
draw->AddRectFilled(ImGui::GetWindowPos(), ImGui::GetWindowPos() + ImGui::GetWindowSize(), IM_COL32(40, 46, 60, 255), 10.f);
// titlebar
{
const float title_h = 30.0f;
const float title_r = 8.f;
const ImU32 col_l = IM_COL32(129, 183, 255, 255);
const ImU32 col_r = IM_COL32(137, 120, 255, 255);
// i want to die
draw->AddRectFilledMultiColor(
ImVec2(pos.x, pos.y + title_r),
ImVec2(pos.x + size.x, pos.y + title_h),
col_l, col_r, col_r, col_l
);
draw->AddRectFilledMultiColor(
ImVec2(pos.x + title_r, pos.y),
ImVec2(pos.x + size.x - title_r, pos.y + title_r),
col_l, col_r, col_r, col_l
);
draw->AddCircleFilled(ImVec2(pos.x + title_r, pos.y + title_r), title_r, col_l, 24);
draw->AddCircleFilled(ImVec2(pos.x + size.x - title_r, pos.y + title_r), title_r, col_r, 24);
const float t = static_cast<float>(ImGui::GetTime());
const int segments = 80;
const float amp = 3.5f;
const float freq = 6.0f;
const float phase_step = 0.8f;
ImU32 wave_color = IM_COL32(180, 200, 255, 140);
for (int l = 0; l < 3; ++l)
{
float y_base = pos.y + title_h * 0.55f + l * 3.5f;
draw->PathClear();
for (int i = 0; i <= segments; ++i)
{
float u = static_cast<float>(i) / static_cast<float>(segments);
float x = pos.x + (size.x) * u;
float y = y_base + std::sinf(u * freq + t * 2.2f + l * phase_step) * amp;
draw->PathLineTo(ImVec2(x, y));
}
draw->PathStroke(wave_color, false, 1.6f);
}
static std::vector<ImVec2> star_offsets;
static std::vector<float> star_radii;
static std::vector<float> star_rotations;
static std::vector<float> star_opacities;
constexpr float kStarRadius = 7.5f;
constexpr float kStarMinDistance = 12.0f;
if (star_offsets.empty())
{
star_offsets.reserve(16);
star_radii.reserve(16);
star_rotations.reserve(16);
star_opacities.reserve(16);
unsigned seed = 1234567u;
const char* title_text = "Mocha";
float title_reserved = 12.0f + ImGui::CalcTextSize(title_text).x + 16.0f;
float x_min = ImClamp(title_reserved, 10.0f, size.x - 10.0f);
float x_max = size.x - 10.0f;
auto nextf = [&seed]() {
seed = seed * 1664525u + 1013904223u;
return (seed >> 8) * (1.0f / 16777216.0f);
};
const int star_count = 16;
float step = (x_max - x_min) / static_cast<float>(star_count);
for (int i = 0; i < star_count; ++i)
{
float jitter = (nextf() - 0.5f) * step * 0.35f;
float x = ImClamp(x_min + (i + 0.5f) * step + jitter, x_min, x_max);
float y = 4.0f + nextf() * (title_h - 8.0f);
ImVec2 candidate(x, y);
bool too_close = false;
for (const ImVec2& p : star_offsets)
{
if (ImLengthSqr(p - candidate) < kStarMinDistance * kStarMinDistance)
{
too_close = true;
break;
}
}
if (too_close)
continue;
star_offsets.push_back(candidate);
star_radii.push_back(kStarRadius * (0.7f + nextf() * 0.6f));
star_rotations.push_back(nextf() * (2.0f * IM_PI));
star_opacities.push_back(0.55f + nextf() * 0.45f);
}
}
draw->PushClipRect(ImVec2(pos.x, pos.y), ImVec2(pos.x + size.x, pos.y + title_h), true);
for (size_t i = 0; i < star_offsets.size(); ++i)
{
float offset = std::sinf(t * 1.5f + static_cast<float>(i) * 0.6f) * 2.2f;
ImVec2 center = pos + star_offsets[i] + ImVec2(0.0f, offset);
float fade = star_opacities[i] * (0.85f + 0.15f * (0.5f + 0.5f * std::sinf(t * 1.5f + static_cast<float>(i) * 0.6f)));
ImU32 star_color = ImGui::ColorConvertFloat4ToU32(ImVec4(1.0f, 1.0f, 1.0f, fade));
draw_star(center, star_radii[i], star_radii[i] * 0.55f, 5, star_color, star_rotations[i]);
}
draw->PopClipRect();
ImGui::SetCursorPos(ImVec2(ImGui::GetCursorPosX() + 2.f, ImGui::GetCursorPosY() - 2.f));
ImGui::Text("Mocha");
}
// content
{
ImGui::SetCursorPos(ImVec2(ImGui::GetCursorPosX() + 5.f, ImGui::GetCursorPosY() + 15.f));
ImGui::BeginChild("##mocha_test_child", ImVec2(300, 330));
{
pos = ImGui::GetWindowPos();
size = ImGui::GetWindowSize();
draw = ImGui::GetWindowDrawList();
draw->AddRectFilled(pos, pos + size, IM_COL32(45, 50, 65, 255), 10.f);
// titlebar
{
const float title_h = 30.0f;
const float title_r = 10.0f;
const ImU32 col_top = IM_COL32(45, 50, 65, 255);
const ImU32 col_bottom = IM_COL32(40, 45, 60, 255);
draw->AddRectFilled(
ImVec2(pos.x, pos.y),
ImVec2(pos.x + size.x, pos.y + title_h),
col_top,
title_r
);
// Reverse gradient under the titlebar to mimic a drop shadow
draw->AddRectFilledMultiColor(
ImVec2(pos.x, pos.y + title_h),
ImVec2(pos.x + size.x, pos.y + title_h + title_r),
col_bottom, col_bottom, col_top, col_top
);
draw->AddCircleFilled(ImVec2(pos.x + title_r, pos.y + title_r), title_r, col_top, 24);
draw->AddCircleFilled(ImVec2(pos.x + size.x - title_r, pos.y + title_r), title_r, col_top, 24);
const char* text = "Test";
ImVec2 text_size = ImGui::CalcTextSize(text);
ImGui::SetCursorPos(ImVec2(((size.x - text_size.x) * 0.5f), 5.f));
ImGui::Text(text);
}
// content
{
ImGui::SetCursorPos(ImVec2(10, 40));
ImGui::Checkbox("Test Toggle", &test_bool);
ImGui::SetCursorPos(ImVec2(10, ImGui::GetCursorPosY() + 25.f));; ImGui::SliderFloat("Test Slider (float)", &test_float, 0.f, 100.f);
ImGui::SetCursorPosX(10); ImGui::SliderInt("Test Slider (int)", &test_int, 0, 100);
}
}
ImGui::EndChild();
}
}
ImGui::End();
ImGui::PopStyleVar(4);
ImGui::PopFontShadow();
// 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());
// 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);
}
// Cleanup
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
::DestroyWindow(hwnd);
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
return 0;
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
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;
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; }
}
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Win32 message handler
// 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.
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_SIZE:
if (wParam == SIZE_MINIMIZED)
return 0;
g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
g_ResizeHeight = (UINT)HIWORD(lParam);
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
::PostQuitMessage(0);
return 0;
}
return ::DefWindowProcW(hWnd, msg, wParam, lParam);
}