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# include "directx9_test.h"
// I would like to move opengl and directx into their own classes.
// So I can switch between them and the main file won't be so messy.
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// This is my ImGui C++ demo, I mess around with it sometimes.
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# ifndef _TEST
# define _TEST
# endif
# ifndef _DIRECTX9
//#define _DIRECTX9
# endif
# ifdef _DIRECTX9
# ifdef _TEST
// Dear ImGui: standalone example application for DirectX 9
// 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_dx9.h"
# if _WIN32
# include "imgui_impl_win32.h"
# include <Windows.h>
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# include "../util/keystates.h"
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# endif
# include <d3d9.h>
# include <tchar.h>
# include <string>
# include <iostream>
# include <fstream>
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# include "../util/text_file_functions.h"
# include "../util/text_functions.h"
# include "../menus/main_menu.h"
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// https://www.geeksforgeeks.org/macros-and-its-types-in-c-cpp/
// Test macros
# define LIMIT 5
// Test code
# ifndef _TEST
//#define _TEST
# endif
// Data
static LPDIRECT3D9 g_pD3D = nullptr ;
static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr ;
static UINT g_ResizeWidth = 0 , g_ResizeHeight = 0 ;
static D3DPRESENT_PARAMETERS g_d3dpp = { } ;
// Forward declarations of helper functions
bool CreateDeviceD3D ( HWND hWnd ) ;
void CleanupDeviceD3D ( ) ;
void ResetDevice ( ) ;
LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
static void HelpMarker ( const char * desc )
{
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ImGui : : TextDisabled ( " (?) " ) ;
if ( ImGui : : BeginItemTooltip ( ) )
{
ImGui : : PushTextWrapPos ( ImGui : : GetFontSize ( ) * 35.0f ) ;
ImGui : : TextUnformatted ( desc ) ;
ImGui : : PopTextWrapPos ( ) ;
ImGui : : EndTooltip ( ) ;
}
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}
// Windows specific features
// https://stackoverflow.com/questions/41600981/how-do-i-check-if-a-key-is-pressed-on-c
# ifdef _WIN32
SHORT keyState = GetKeyState ( VK_CAPITAL /*(caps lock)*/ ) ;
bool isToggled = keyState & 1 ;
bool isDown = keyState & 0x8000 ;
//[DllImport("kernel32.dll")]
//static extern IntPtr GetConsoleWindow();
# endif
// Will this work?
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//static void setBulletText(const char* text)
//{
// ImGui::BulletText(text);
//}
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//
int test ( )
{
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int num1 = 5 ;
int num2 = 10 ;
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return num1 + num2 ;
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}
// https://www.geeksforgeeks.org/converting-number-to-string-in-cpp/
// Prints the value of
std : : string testString1 ( )
{
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int num1 = 5 ;
int num2 = 10 ;
int sum = num1 + num2 ;
// Convert the numbers to strings for the return value.
std : : string num1_string = std : : to_string ( num1 ) ;
std : : string num2_string = std : : to_string ( num2 ) ;
std : : string sum_string = std : : to_string ( sum ) ;
return " The value of " + num1_string + " + " + num2_string + " = " + sum_string ;
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}
// imgui_demo line 256
static void ShowWindow ( bool * p_open )
{
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static bool show_main_menu = false ;
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if ( show_main_menu )
{
if ( ImGui : : Begin ( " Test " ) )
{
ImGui : : Text ( " Hello World! " ) ;
}
}
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if ( ! ImGui : : Begin ( " Test " , p_open ) )
{
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ImGui : : End ( ) ;
return ;
}
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}
// Main code
void DirectX9Test : : directX9Test ( )
{
# ifdef _TEST
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//std::cout << testString1();
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# endif
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// 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 DirectX9 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_ImplDX9_Init ( g_pd3dDevice ) ;
// Load Fonts
// - 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.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - 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).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//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 ) ;
// Show window
// Main loop
bool done = false ;
//bool button1_clicked = false;
//bool show_app_main_menu_bar = false;
//static bool toggle_text = false;
//static bool dark_mode = false;
//static bool define_test = false;
//static bool list_values = 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 resize (we don't resize directly in the WM_SIZE handler)
if ( g_ResizeWidth ! = 0 & & g_ResizeHeight ! = 0 )
{
g_d3dpp . BackBufferWidth = g_ResizeWidth ;
g_d3dpp . BackBufferHeight = g_ResizeHeight ;
g_ResizeWidth = g_ResizeHeight = 0 ;
ResetDevice ( ) ;
}
// Start the Dear ImGui frame
ImGui_ImplDX9_NewFrame ( ) ;
ImGui_ImplWin32_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 ) ;
//MainMenu::MainMenuTest();
//#define _OLD_CODE
if ( ImGui : : Begin ( " KCNet ImGui " , nullptr , ImGuiWindowFlags_MenuBar ) )
{
MainMenu : : MainMenuTest ( ) ;
// Text file functions test menu
if ( ImGui : : CollapsingHeader ( " Text File Functions " ) )
{
ImGui : : BulletText ( " I will add reading files, writing and more to this. " ) ;
ImGui : : Separator ( ) ;
// I almost got this working 5-17-2024 @ 3:14PM
// It doesn't print out all of the lines from the return value.
if ( ImGui : : Button ( " Test " ) )
{
TextFileFunctions : : printTextOutput ( " test.txt " ) ;
//std::cout << TextFileFunctions::printTextOutput("test.txt") << std::endl;
}
}
// End Text file functions test menu
//if (ImGui::BeginMenu("My menu"))
//{
// //ImGui::BulletText("You should see this");
// ImGui::MenuItem("test", NULL);
// ImGui::EndMenu();
//}
}
// End ImGui
ImGui : : End ( ) ;
// Rendering
ImGui : : EndFrame ( ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_ZENABLE , FALSE ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_ALPHABLENDENABLE , FALSE ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_SCISSORTESTENABLE , FALSE ) ;
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA ( ( int ) ( clear_color . x * clear_color . w * 255.0f ) , ( int ) ( clear_color . y * clear_color . w * 255.0f ) , ( int ) ( clear_color . z * clear_color . w * 255.0f ) , ( int ) ( clear_color . w * 255.0f ) ) ;
g_pd3dDevice - > Clear ( 0 , nullptr , D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER , clear_col_dx , 1.0f , 0 ) ;
if ( g_pd3dDevice - > BeginScene ( ) > = 0 )
{
ImGui : : Render ( ) ;
ImGui_ImplDX9_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
g_pd3dDevice - > EndScene ( ) ;
}
HRESULT result = g_pd3dDevice - > Present ( nullptr , nullptr , nullptr , nullptr ) ;
// Handle loss of D3D9 device
if ( result = = D3DERR_DEVICELOST & & g_pd3dDevice - > TestCooperativeLevel ( ) = = D3DERR_DEVICENOTRESET )
ResetDevice ( ) ;
}
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ImGui_ImplDX9_Shutdown ( ) ;
ImGui_ImplWin32_Shutdown ( ) ;
ImGui : : DestroyContext ( ) ;
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CleanupDeviceD3D ( ) ;
: : DestroyWindow ( hwnd ) ;
: : UnregisterClassW ( wc . lpszClassName , wc . hInstance ) ;
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}
// Helper functions
bool CreateDeviceD3D ( HWND hWnd )
{
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if ( ( g_pD3D = Direct3DCreate9 ( D3D_SDK_VERSION ) ) = = nullptr )
return false ;
// Create the D3DDevice
ZeroMemory ( & g_d3dpp , sizeof ( g_d3dpp ) ) ;
g_d3dpp . Windowed = TRUE ;
g_d3dpp . SwapEffect = D3DSWAPEFFECT_DISCARD ;
g_d3dpp . BackBufferFormat = D3DFMT_UNKNOWN ; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
g_d3dpp . EnableAutoDepthStencil = TRUE ;
g_d3dpp . AutoDepthStencilFormat = D3DFMT_D16 ;
g_d3dpp . PresentationInterval = D3DPRESENT_INTERVAL_ONE ; // Present with vsync
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
if ( g_pD3D - > CreateDevice ( D3DADAPTER_DEFAULT , D3DDEVTYPE_HAL , hWnd , D3DCREATE_HARDWARE_VERTEXPROCESSING , & g_d3dpp , & g_pd3dDevice ) < 0 )
return false ;
return true ;
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}
void CleanupDeviceD3D ( )
{
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if ( g_pd3dDevice ) { g_pd3dDevice - > Release ( ) ; g_pd3dDevice = nullptr ; }
if ( g_pD3D ) { g_pD3D - > Release ( ) ; g_pD3D = nullptr ; }
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}
void ResetDevice ( )
{
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ImGui_ImplDX9_InvalidateDeviceObjects ( ) ;
HRESULT hr = g_pd3dDevice - > Reset ( & g_d3dpp ) ;
if ( hr = = D3DERR_INVALIDCALL )
IM_ASSERT ( 0 ) ;
ImGui_ImplDX9_CreateDeviceObjects ( ) ;
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}
// 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 )
{
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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 ) ;
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}
# endif //_TEST
# endif //_DIRECTX9