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kelson8 2024-05-17 15:29:29 -04:00
parent 7cc975034b
commit af93bd0cf5
9 changed files with 793 additions and 0 deletions

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ConsoleAppTest.vcxproj Normal file
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GuiTestAppCpp.sln Normal file
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Main - Copy.cpp Normal file
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#include <iostream>
#include <string>
#include <print>
// Fixes it to where I don't need to use std::cout and std::string
using namespace std;
int main()
{
// This is a way to define multiple variables at once
int player1_score = 25, player2_score = 40;
// Variable declaration
int player3_score;
// Variable initialisation
player3_score = 22;
// Constants (These can't be changed later)
const string playername = "kelson8";
// Pointer test (Both of these are valid)
const int *ptr = &player2_score;
const string* ptr1 = &playername;
// "endl" makes a new line
// either "cout" or "printf" can be used to output text.
//cout << "Hello " << playername << " welcome to the party!" << endl;
//cout << "Nice, you got a high score of " << player2_score << endl;
// This needs the * on it or it don't work right since it's a pointer, I still don't fully understand how these work.
cout << *ptr1 << " " << *ptr;
// Newest C++ preview required for this to work.
//std::print("Hello {}, welcome to the party!", playername);
//std::print("Test");
// Why doesn't this printf work right?
//printf("Hello %s welcome to the party", playername);
//printf("Nice, you got a high score of %s", player2_score);
return 0;
}

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Main.cpp Normal file
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// 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"
#include "imgui_impl_win32.h"
#include <d3d9.h>
#include <tchar.h>
#include <string>
#include <iostream>
#include <fstream>
#include "util/textFileFunctions.h"
// 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)
{
ImGui::TextDisabled("(?)");
if (ImGui::BeginItemTooltip())
{
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(desc);
ImGui::PopTextWrapPos();
ImGui::EndTooltip();
}
}
// Will this work?
static void setBulletText(const char* text)
{
ImGui::BulletText(text);
}
//
// 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 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;
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);
static bool show_app_main_menu_bar = false;
static bool toggle_text = false;
if (ImGui::Begin("My new window", nullptr, ImGuiWindowFlags_MenuBar))
{
if (ImGui::CollapsingHeader("test1"))
{
ImGui::BulletText("Hello, this should show up.");
ImGui::Separator();
if (ImGui::Button("Menu toggle"))
{
std::cout << "Test" << std::endl;
// How would I check if dark mode is enabled?
//if (ImGui::GetStyle == ImGui) {
//ImGui::StyleColorsLight();
//}
//else
// {
//ImGui::StyleColorsDark();
//}
}
// I couldn't figure this out yet.
// This shows up for a second then dies.
ImGui::Separator();
if (ImGui::Button("Click"))
{
setBulletText("You clicked the button");
//ImGui::BulletText("You clicked the button!");
}
else
{
ImGui::BulletText("Button not pressed.");
}
ImGui::Separator();
// This below works for a dark mode toggle.
// 5-16-2024 @ 9:14PM
ImGui::Checkbox("Dark Mode", &toggle_text);
if (toggle_text)
{
ImGui::StyleColorsLight();
ImGui::BulletText("Off");
}
else
{
ImGui::StyleColorsDark();
ImGui::BulletText("On");
}
// Possibly implement feature to read from a text file and write it to some output box.
ImGui::Text("Test");
//if (ImGui::Checkbox("Show Text", &toggle_text))
//{
// ImGui::BulletText("Hello");
//}
//else
//{
// ImGui::BulletText("Hola");
//}
// How do I update this text in code?
// Like if a button is pressed.
//ImGui::Separator();
//ImGui::BulletText("Test");
}
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"))
{
std::cout << TextFileFunctions::printTextOutput("test.txt") << std::endl;
}
}
//if (ImGui::BeginMenu("My menu"))
//{
// //ImGui::BulletText("You should see this");
// ImGui::MenuItem("test", NULL);
// ImGui::EndMenu();
//}
} 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();
}
ImGui_ImplDX9_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
::DestroyWindow(hwnd);
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
return 0;
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
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;
}
void CleanupDeviceD3D()
{
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
if (g_pD3D) { g_pD3D->Release(); g_pD3D = nullptr; }
}
void ResetDevice()
{
ImGui_ImplDX9_InvalidateDeviceObjects();
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
if (hr == D3DERR_INVALIDCALL)
IM_ASSERT(0);
ImGui_ImplDX9_CreateDeviceObjects();
}
// 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);
}

37
imgui.ini Normal file
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@ -0,0 +1,37 @@
[Window][Debug##Default]
Pos=65,141
Size=400,400
Collapsed=1
[Window][Dear ImGui Demo]
Pos=654,43
Size=550,680
[Window][Hello, world!]
Pos=116,183
Size=339,180
[Window][My new window]
Pos=48,170
Size=517,436
[Window][Example: Console]
Pos=91,56
Size=520,600
[Window][Example: Documents]
Pos=55,62
Size=621,755
[Window][Dear ImGui Debug Log]
Pos=60,60
Size=456,156
[Window][Dear ImGui Demo/ResizableChild_D5443E47]
IsChild=1
Size=499,136
[Window][Dear ImGui Demo/Red_1D4E05CE]
IsChild=1
Size=200,100

3
test.txt Normal file
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@ -0,0 +1,3 @@
Hello
C++
!!!

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@ -0,0 +1,85 @@
#include <string>
#include <iostream>
#include <fstream>
#include "textFileFunctions.h"
// Checking if the file exists breaks without this
// https://stackoverflow.com/questions/19321804/this-function-or-variable-may-be-unsafe-visual-studio
#pragma warning(disable : 4996) //_CRT_SECURE_NO_WARNINGS
// https://stackoverflow.com/questions/12774207/fastest-way-to-check-if-a-file-exists-using-standard-c-c11-14-17-c
inline bool TextFileFunctions::fileExistCheck(const std::string& name)
{
if (FILE* file = fopen(name.c_str(), "r"))
{
fclose(file);
return true;
}
else
{
return false;
}
}
// https://cplusplus.com/doc/tutorial/files/
// Todo Try to print this to a ImGui text box.
void TextFileFunctions::readTextFile(std::string file)
{
std::string line;
std::ifstream myfile(file);
if (TextFileFunctions::fileExistCheck(file))
{
if (myfile.is_open())
{
while (std::getline(myfile, line))
{
std::cout << line << '\n';
}
myfile.close();
}
else
{
std::cout << "Unable to open file!";
}
}
else
{
std::cout << "File doesn't exist!";
}
//else cout << "Unable to open file!";
}
//static std::string testString1(std::string file std::string text)
//std::string TextFileFunctions::testString1(std::string file)
// This doesn't fully work yet, once I finish it, it'll show up on a ImGui tab.
std::string TextFileFunctions::printTextOutput(std::string file)
{
std::string line;
std::ifstream myfile(file);
if (TextFileFunctions::fileExistCheck(file))
{
if (myfile.is_open())
{
while (std::getline(myfile, line))
{
//std::cout << line << '\n';
return line;
}
//return line;
myfile.close();
}
else
{
std::cout << "Unable to open file!";
}
}
else
{
std::cout << "File doesn't exist!";
}
}

7
util/textFileFunctions.h Normal file
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#pragma once
class TextFileFunctions {
public:
inline static bool fileExistCheck(const std::string& name);
static void readTextFile(std::string file);
static std::string printTextOutput(std::string file);
};