Split project into seperate OpenGL and DirectX9 files.

OpenGL support is broken and incomplete.
This commit is contained in:
kelson8 2024-05-25 12:55:57 -04:00
parent af93bd0cf5
commit da96d13a07
10 changed files with 1199 additions and 170 deletions

View File

@ -1,6 +1,22 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ProjectConfiguration Include="Debug-Directx9|Win32">
<Configuration>Debug-Directx9</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug-Directx9|x64">
<Configuration>Debug-Directx9</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug-OpenGL|Win32">
<Configuration>Debug-OpenGL</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug-OpenGL|x64">
<Configuration>Debug-OpenGL</Configuration>
<Platform>x64</Platform>
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<ProjectConfiguration Include="Debug|Win32"> <ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>
<Platform>Win32</Platform> <Platform>Win32</Platform>
@ -24,7 +40,7 @@
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<RootNamespace>ConsoleAppTest</RootNamespace> <RootNamespace>ConsoleAppTest</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion> <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>GuiTestAppCpp</ProjectName> <ProjectName>ImGuiTestCPP</ProjectName>
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@ -33,6 +49,12 @@
<PlatformToolset>v143</PlatformToolset> <PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet> <CharacterSet>Unicode</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug-OpenGL|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
@ -46,6 +68,12 @@
<PlatformToolset>v143</PlatformToolset> <PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet> <CharacterSet>Unicode</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug-OpenGL|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
@ -53,6 +81,12 @@
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet> <CharacterSet>Unicode</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Label="Configuration" Condition="'$(Configuration)|$(Platform)'=='Debug-Directx9|Win32'">
<PlatformToolset>v143</PlatformToolset>
</PropertyGroup>
<PropertyGroup Label="Configuration" Condition="'$(Configuration)|$(Platform)'=='Debug-Directx9|x64'">
<PlatformToolset>v143</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">
</ImportGroup> </ImportGroup>
@ -61,16 +95,25 @@
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup> </ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug-OpenGL|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug-OpenGL|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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</ImportGroup> </ImportGroup>
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug-Directx9|x64'">
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
@ -83,6 +126,18 @@
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug-OpenGL|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile> <ClCompile>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
@ -106,12 +161,29 @@
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode> <ConformanceMode>true</ConformanceMode>
<LanguageStandard>stdcpplatest</LanguageStandard> <LanguageStandard>stdcpplatest</LanguageStandard>
<AdditionalIncludeDirectories>lib\imgui\;lib\imgui\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>lib\imgui\;lib\imgui\backends;include\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Console</SubSystem> <SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>d3d9.lib;opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(ProjectDir)lib\GLFW\lib-vc2022;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug-OpenGL|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_CONSOLE;_OPENGL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<LanguageStandard>stdcpplatest</LanguageStandard>
<AdditionalIncludeDirectories>lib\imgui\;lib\imgui\backends;include\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d9.lib;opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(ProjectDir)lib\GLFW\lib-vc2022;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link> </Link>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -130,6 +202,16 @@
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug-Directx9|x64'">
<ClCompile>
<AdditionalIncludeDirectories>lib\imgui\;lib\imgui\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_DIRECTX9</PreprocessorDefinitions>
</ClCompile>
<Link>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Main.cpp" /> <ClCompile Include="Main.cpp" />
<ClCompile Include="lib\ImGui\backends\imgui_impl_dx9.cpp" /> <ClCompile Include="lib\ImGui\backends\imgui_impl_dx9.cpp" />
@ -139,6 +221,8 @@
<ClCompile Include="lib\ImGui\imgui_draw.cpp" /> <ClCompile Include="lib\ImGui\imgui_draw.cpp" />
<ClCompile Include="lib\ImGui\imgui_tables.cpp" /> <ClCompile Include="lib\ImGui\imgui_tables.cpp" />
<ClCompile Include="lib\ImGui\imgui_widgets.cpp" /> <ClCompile Include="lib\ImGui\imgui_widgets.cpp" />
<ClCompile Include="test\directx9_test.cpp" />
<ClCompile Include="test\opengl_test.cpp" />
<ClCompile Include="util\textFileFunctions.cpp" /> <ClCompile Include="util\textFileFunctions.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
@ -150,6 +234,8 @@
<ClInclude Include="lib\ImGui\imstb_rectpack.h" /> <ClInclude Include="lib\ImGui\imstb_rectpack.h" />
<ClInclude Include="lib\ImGui\imstb_textedit.h" /> <ClInclude Include="lib\ImGui\imstb_textedit.h" />
<ClInclude Include="lib\ImGui\imstb_truetype.h" /> <ClInclude Include="lib\ImGui\imstb_truetype.h" />
<ClInclude Include="test\directx9_test.h" />
<ClInclude Include="test\opengl_test.h" />
<ClInclude Include="util\textFileFunctions.h" /> <ClInclude Include="util\textFileFunctions.h" />
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

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@ -1,75 +0,0 @@
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<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
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<ItemGroup>
<ClCompile Include="Main.cpp">
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<ClCompile Include="lib\ImGui\imgui_widgets.cpp">
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<ClCompile Include="lib\ImGui\imgui_demo.cpp">
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<ClCompile Include="lib\ImGui\imgui.cpp">
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<ClCompile Include="lib\ImGui\backends\imgui_impl_dx9.cpp">
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@ -3,12 +3,16 @@ Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17 # Visual Studio Version 17
VisualStudioVersion = 17.8.34330.188 VisualStudioVersion = 17.8.34330.188
MinimumVisualStudioVersion = 10.0.40219.1 MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ConsoleAppTest", "ConsoleAppTest.vcxproj", "{6E4373C3-3E97-4007-9B8B-597F55378360}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ImGuiTestCPP", "ConsoleAppTest.vcxproj", "{6E4373C3-3E97-4007-9B8B-597F55378360}"
EndProject EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64 Debug|x64 = Debug|x64
Debug|x86 = Debug|x86 Debug|x86 = Debug|x86
Debug-Directx9|x64 = Debug-Directx9|x64
Debug-Directx9|x86 = Debug-Directx9|x86
Debug-OpenGL|x64 = Debug-OpenGL|x64
Debug-OpenGL|x86 = Debug-OpenGL|x86
Release|x64 = Release|x64 Release|x64 = Release|x64
Release|x86 = Release|x86 Release|x86 = Release|x86
EndGlobalSection EndGlobalSection
@ -17,6 +21,14 @@ Global
{6E4373C3-3E97-4007-9B8B-597F55378360}.Debug|x64.Build.0 = Debug|x64 {6E4373C3-3E97-4007-9B8B-597F55378360}.Debug|x64.Build.0 = Debug|x64
{6E4373C3-3E97-4007-9B8B-597F55378360}.Debug|x86.ActiveCfg = Debug|Win32 {6E4373C3-3E97-4007-9B8B-597F55378360}.Debug|x86.ActiveCfg = Debug|Win32
{6E4373C3-3E97-4007-9B8B-597F55378360}.Debug|x86.Build.0 = Debug|Win32 {6E4373C3-3E97-4007-9B8B-597F55378360}.Debug|x86.Build.0 = Debug|Win32
{6E4373C3-3E97-4007-9B8B-597F55378360}.Debug-Directx9|x64.ActiveCfg = Debug-Directx9|x64
{6E4373C3-3E97-4007-9B8B-597F55378360}.Debug-Directx9|x64.Build.0 = Debug-Directx9|x64
{6E4373C3-3E97-4007-9B8B-597F55378360}.Debug-Directx9|x86.ActiveCfg = Debug-Directx9|Win32
{6E4373C3-3E97-4007-9B8B-597F55378360}.Debug-Directx9|x86.Build.0 = Debug-Directx9|Win32
{6E4373C3-3E97-4007-9B8B-597F55378360}.Debug-OpenGL|x64.ActiveCfg = Debug-OpenGL|x64
{6E4373C3-3E97-4007-9B8B-597F55378360}.Debug-OpenGL|x64.Build.0 = Debug-OpenGL|x64
{6E4373C3-3E97-4007-9B8B-597F55378360}.Debug-OpenGL|x86.ActiveCfg = Debug-OpenGL|Win32
{6E4373C3-3E97-4007-9B8B-597F55378360}.Debug-OpenGL|x86.Build.0 = Debug-OpenGL|Win32
{6E4373C3-3E97-4007-9B8B-597F55378360}.Release|x64.ActiveCfg = Release|x64 {6E4373C3-3E97-4007-9B8B-597F55378360}.Release|x64.ActiveCfg = Release|x64
{6E4373C3-3E97-4007-9B8B-597F55378360}.Release|x64.Build.0 = Release|x64 {6E4373C3-3E97-4007-9B8B-597F55378360}.Release|x64.Build.0 = Release|x64
{6E4373C3-3E97-4007-9B8B-597F55378360}.Release|x86.ActiveCfg = Release|Win32 {6E4373C3-3E97-4007-9B8B-597F55378360}.Release|x86.ActiveCfg = Release|Win32

261
Main.cpp
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@ -1,3 +1,5 @@
#ifdef _TEST
#ifdef _DIRECTX9
// Dear ImGui: standalone example application for DirectX 9 // Dear ImGui: standalone example application for DirectX 9
// Learn about Dear ImGui: // Learn about Dear ImGui:
@ -6,9 +8,15 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_dx9.h" #include "imgui_impl_dx9.h"
#if _WIN32
#include "imgui_impl_win32.h" #include "imgui_impl_win32.h"
#include <Windows.h>
#endif
#include <d3d9.h> #include <d3d9.h>
#include <tchar.h> #include <tchar.h>
@ -18,6 +26,15 @@
#include "util/textFileFunctions.h" #include "util/textFileFunctions.h"
// https://www.geeksforgeeks.org/macros-and-its-types-in-c-cpp/
// Test macros
#define LIMIT 5
// Test code
#ifndef _TEST
#define _TEST
#endif
// Data // Data
static LPDIRECT3D9 g_pD3D = nullptr; static LPDIRECT3D9 g_pD3D = nullptr;
static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr; static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr;
@ -42,6 +59,17 @@ static void HelpMarker(const char* desc)
} }
} }
// 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? // Will this work?
static void setBulletText(const char* text) static void setBulletText(const char* text)
@ -51,9 +79,61 @@ static void setBulletText(const char* text)
// //
int test()
{
int num1 = 5;
int num2 = 10;
return num1 + num2;
}
// https://www.geeksforgeeks.org/converting-number-to-string-in-cpp/
// Prints the value of
std::string testString1()
{
int num1 = 5;
int num2 = 10;
int sum = num1 + num2;
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;
}
// imgui_demo line 256
static void ShowWindow(bool* p_open)
{
static bool show_main_menu = false;
if (show_main_menu)
{
if (ImGui::Begin("Test"))
{
ImGui::Text("Hello World!");
}
}
if (!ImGui::Begin("Test", p_open))
{
ImGui::End();
return;
}
}
// Main code // Main code
int main(int, char**) int main(int, char**)
{ {
#ifdef _TEST
//std::cout << testString1();
std::cout << "Hello world!";
#else
// Create application window // Create application window
//ImGui_ImplWin32_EnableDpiAwareness(); //ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
@ -109,11 +189,14 @@ int main(int, char**)
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Show window // Show window
// Main loop // Main loop
bool done = false; bool done = false;
bool button1_clicked = false;
static bool show_app_main_menu_bar = false;
//static bool toggle_text = false;
static bool dark_mode = false;
static bool define_test = false;
while (!done) while (!done)
{ {
// Poll and handle messages (inputs, window resize, etc.) // Poll and handle messages (inputs, window resize, etc.)
@ -143,25 +226,30 @@ int main(int, char**)
ImGui_ImplWin32_NewFrame(); ImGui_ImplWin32_NewFrame();
ImGui::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!). // 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) if (show_demo_window)
ImGui::ShowDemoWindow(&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::Begin("My new window", nullptr, ImGuiWindowFlags_MenuBar))
{ {
// Menu bar
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Test"))
{
ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar);
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
// Main testing header.
if (ImGui::CollapsingHeader("test1")) if (ImGui::CollapsingHeader("test1"))
{ {
ImGui::BulletText("Hello, this should show up."); ImGui::BulletText("Hello, this should show up.");
ImGui::Separator(); ImGui::Separator();
// Menu toggle button
if (ImGui::Button("Menu toggle")) if (ImGui::Button("Menu toggle"))
{ {
std::cout << "Test" << std::endl; std::cout << "Test" << std::endl;
@ -179,25 +267,70 @@ int main(int, char**)
// I couldn't figure this out yet. // I couldn't figure this out yet.
// This shows up for a second then dies. // This shows up for a second then dies.
ImGui::Separator(); ImGui::Separator();
if (ImGui::Button("Click")) if (!ImGui::Button("Click"))
{ {
button1_clicked = false;
}
else
{
button1_clicked = true;
}
if (!button1_clicked)
{
setBulletText("You clicked the button"); setBulletText("You clicked the button");
//ImGui::BulletText("You clicked the button!");
} }
else else
{ {
ImGui::BulletText("Button not pressed."); ImGui::BulletText("Button not pressed.");
//ImGui::BulletText("You clicked the button!");
} }
//}
//if (ImGui::Button("Click"))
//{
// setBulletText("You clicked the button");
// //ImGui::BulletText("You clicked the button!");
//}
//else
//{
// ImGui::BulletText("Button not pressed.");
//}
ImGui::Separator(); ImGui::Separator();
// This below works for a dark mode toggle. // This below works for a dark mode toggle.
// 5-16-2024 @ 9:14PM // 5-16-2024 @ 9:14PM
ImGui::Checkbox("Dark Mode", &toggle_text);
if (toggle_text) #ifndef _TEST
#define _TEST
#endif
#ifdef _TEST
// Well the checkbox is inverted lol, oh well I'll fix it later.
// If it is checked it turns off dark mode, I guess its because I have dark mode as the default theme.
if (!ImGui::Checkbox("Dark Mode", &dark_mode))
{
if (!dark_mode)
{
ImGui::StyleColorsDark();
ImGui::BulletText("On");
}
else
{
ImGui::StyleColorsLight();
ImGui::BulletText("Off");
}
}
#else
ImGui::Checkbox("Dark Mode", &dark_mode);
if (dark_mode)
{ {
ImGui::StyleColorsLight(); ImGui::StyleColorsLight();
ImGui::BulletText("Off"); ImGui::BulletText("Off");
@ -205,11 +338,43 @@ int main(int, char**)
else else
{ {
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
ImGui::BulletText("On"); ImGui::BulletText("On");
} }
#endif //_TEST
// Disable preprocessor
#undef _TEST
// This works for toggling the demo window on and off
ImGui::Checkbox("Demo window", &show_demo_window);
// Possibly implement feature to read from a text file and write it to some output box. // Possibly implement feature to read from a text file and write it to some output box.
ImGui::Text("Test"); //ImGui::Text("Test");
//const char *test = "Test";
//// I never did get this working yet.
//// https://www.programiz.com/cpp-programming/buffer
//char* buf = new char[40];
////char InputBuf[256];
//// https://stackoverflow.com/questions/502856/whats-the-difference-between-size-t-and-int-in-c
//size_t num = 1;
////char deref = &test;
//// This doesn't work right.
//if (ImGui::InputText("##Username", buf, num))
//{
// //std::cout << buf;
//}
// This works.
if (ImGui::IsMousePosValid())
ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
else
ImGui::Text("Mouse pos: <INVALID>");
//if (ImGui::Checkbox("Show Text", &toggle_text)) //if (ImGui::Checkbox("Show Text", &toggle_text))
//{ //{
@ -226,8 +391,24 @@ int main(int, char**)
//ImGui::Separator(); //ImGui::Separator();
//ImGui::BulletText("Test"); //ImGui::BulletText("Test");
#ifdef _TEST
ImGui::Checkbox("Define Test", &define_test);
if (define_test)
{
ImGui::Text("Value of limit is: " + LIMIT);
std::cout << "Value of limit is " << LIMIT;
}
#endif //_TEST
} }
// End main test menu
// Text file functions test menu
if (ImGui::CollapsingHeader("Text File Functions")) if (ImGui::CollapsingHeader("Text File Functions"))
{ {
ImGui::BulletText("I will add reading files, writing and more to this."); ImGui::BulletText("I will add reading files, writing and more to this.");
@ -237,11 +418,11 @@ int main(int, char**)
// It doesn't print out all of the lines from the return value. // It doesn't print out all of the lines from the return value.
if (ImGui::Button("Test")) if (ImGui::Button("Test"))
{ {
std::cout << TextFileFunctions::printTextOutput("test.txt") << std::endl; TextFileFunctions::printTextOutput("test.txt");
//std::cout << TextFileFunctions::printTextOutput("test.txt") << std::endl;
} }
} }
// End Text file functions test menu
//if (ImGui::BeginMenu("My menu")) //if (ImGui::BeginMenu("My menu"))
//{ //{
@ -252,7 +433,9 @@ int main(int, char**)
} ImGui::End(); }
// End ImGui
ImGui::End();
// Rendering // Rendering
ImGui::EndFrame(); ImGui::EndFrame();
@ -283,6 +466,9 @@ int main(int, char**)
::UnregisterClassW(wc.lpszClassName, wc.hInstance); ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
return 0; return 0;
#endif //_TEST
} }
// Helper functions // Helper functions
@ -353,3 +539,38 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
} }
return ::DefWindowProcW(hWnd, msg, wParam, lParam); return ::DefWindowProcW(hWnd, msg, wParam, lParam);
} }
#endif //_DIRECTX9
#else
#include <string>
#include <iostream>
// Main code
// I moved the DirectX9 code into the test/directx9_test.cpp file,
// The code above is disabled with a preprocessor.
#ifdef _DIRECTX9
#include "test/directx9_test.h"
#endif //_DIRECTX9
#ifdef _OPENGL
#include "test/opengl_test.h"
#endif //_OPENGL
int main(int, char**)
{
#ifdef _DIRECTX9
DirectX9Test::directX9Test();
#endif //_DIRECTX9
#ifdef _OPENGL
OpenGLTest::openGLTest();
#endif //_OPENGL
//std::cout << "Hello World";
}
#endif // _TEST

View File

@ -4,7 +4,7 @@ Size=400,400
Collapsed=1 Collapsed=1
[Window][Dear ImGui Demo] [Window][Dear ImGui Demo]
Pos=654,43 Pos=652,43
Size=550,680 Size=550,680
[Window][Hello, world!] [Window][Hello, world!]
@ -12,7 +12,7 @@ Pos=116,183
Size=339,180 Size=339,180
[Window][My new window] [Window][My new window]
Pos=48,170 Pos=10,55
Size=517,436 Size=517,436
[Window][Example: Console] [Window][Example: Console]
@ -35,3 +35,14 @@ Size=499,136
IsChild=1 IsChild=1
Size=200,100 Size=200,100
[Table][0x64418101,3]
RefScale=13
Column 0 Width=63
Column 1 Width=63
Column 2 Width=63
[Table][0xE0773582,3]
Column 0 Weight=1.0000
Column 1 Weight=1.0000
Column 2 Weight=1.0000

3
links.txt Normal file
View File

@ -0,0 +1,3 @@
ImGui C++ (Used for this project): https://github.com/ocornut/imgui
C++ Naming scheme: https://manual.gromacs.org/documentation/2019/dev-manual/naming.html

552
test/directx9_test.cpp Normal file
View File

@ -0,0 +1,552 @@
#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.
#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>
#endif
#include <d3d9.h>
#include <tchar.h>
#include <string>
#include <iostream>
#include <fstream>
#include "../util/textFileFunctions.h"
// 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)
{
ImGui::TextDisabled("(?)");
if (ImGui::BeginItemTooltip())
{
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(desc);
ImGui::PopTextWrapPos();
ImGui::EndTooltip();
}
}
// 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?
static void setBulletText(const char* text)
{
ImGui::BulletText(text);
}
//
int test()
{
int num1 = 5;
int num2 = 10;
return num1 + num2;
}
// https://www.geeksforgeeks.org/converting-number-to-string-in-cpp/
// Prints the value of
std::string testString1()
{
int num1 = 5;
int num2 = 10;
int sum = num1 + num2;
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;
}
// imgui_demo line 256
static void ShowWindow(bool* p_open)
{
static bool show_main_menu = false;
if (show_main_menu)
{
if (ImGui::Begin("Test"))
{
ImGui::Text("Hello World!");
}
}
if (!ImGui::Begin("Test", p_open))
{
ImGui::End();
return;
}
}
// Main code
void DirectX9Test::directX9Test()
{
#ifdef _TEST
std::cout << testString1();
#endif
// 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;
static bool show_app_main_menu_bar = false;
//static bool toggle_text = false;
static bool dark_mode = false;
static bool define_test = 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);
if (ImGui::Begin("My new window", nullptr, ImGuiWindowFlags_MenuBar))
{
// Menu bar
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Test"))
{
ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar);
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
// Main testing header.
if (ImGui::CollapsingHeader("test1"))
{
ImGui::BulletText("Hello, this should show up.");
ImGui::Separator();
// Menu toggle button
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"))
{
button1_clicked = false;
}
else
{
button1_clicked = true;
}
if (!button1_clicked)
{
setBulletText("You clicked the button");
}
else
{
ImGui::BulletText("Button not pressed.");
//ImGui::BulletText("You clicked the button!");
}
//}
//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
#ifndef _TEST
#define _TEST
#endif
#ifdef _TEST
// Well the checkbox is inverted lol, oh well I'll fix it later.
// If it is checked it turns off dark mode, I guess its because I have dark mode as the default theme.
if (!ImGui::Checkbox("Dark Mode", &dark_mode))
{
if (!dark_mode)
{
ImGui::StyleColorsDark();
ImGui::BulletText("On");
}
else
{
ImGui::StyleColorsLight();
ImGui::BulletText("Off");
}
}
#else
ImGui::Checkbox("Dark Mode", &dark_mode);
if (dark_mode)
{
ImGui::StyleColorsLight();
ImGui::BulletText("Off");
}
else
{
ImGui::StyleColorsDark();
ImGui::BulletText("On");
}
#endif //_TEST
// Disable preprocessor
#undef _TEST
// This works for toggling the demo window on and off
ImGui::Checkbox("Demo window", &show_demo_window);
// Possibly implement feature to read from a text file and write it to some output box.
//ImGui::Text("Test");
//const char *test = "Test";
//// I never did get this working yet.
//// https://www.programiz.com/cpp-programming/buffer
//char* buf = new char[40];
////char InputBuf[256];
//// https://stackoverflow.com/questions/502856/whats-the-difference-between-size-t-and-int-in-c
//size_t num = 1;
////char deref = &test;
//// This doesn't work right.
//if (ImGui::InputText("##Username", buf, num))
//{
// //std::cout << buf;
//}
// This works.
if (ImGui::IsMousePosValid())
ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
else
ImGui::Text("Mouse pos: <INVALID>");
//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");
#ifdef _TEST
ImGui::Checkbox("Define Test", &define_test);
if (define_test)
{
ImGui::Text("Value of limit is: " + LIMIT);
std::cout << "Value of limit is " << LIMIT;
}
#endif //_TEST
}
// End main test menu
// 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();
}
ImGui_ImplDX9_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
::DestroyWindow(hwnd);
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
}
// 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);
}
#endif //_TEST
#endif //_DIRECTX9

5
test/directx9_test.h Normal file
View File

@ -0,0 +1,5 @@
#pragma once
class DirectX9Test {
public:
static void directX9Test();
};

209
test/opengl_test.cpp Normal file
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@ -0,0 +1,209 @@
#include "opengl_test.h"
// Moving opengl test into this file until I'm ready to mess with it.
// 5-25-2024 @ 12:21PM
#ifndef _OPENGL
//#define _OPENGL
#endif
// I never did get this one working.
// Keeps giving linker errors and library not found errors.
#ifdef _OPENGL
// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// 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_glfw.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#define GL_SILENCE_DEPRECATION
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#endif
#include <GLFW/glfw3.h> // Will drag system OpenGL headers
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}
// Main code
void OpenGLTest::openGLTest()
{
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char* glsl_version = "#version 100";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
// GL 3.2 + GLSL 150
const char* glsl_version = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
#endif
// Create window with graphics context
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
if (window == nullptr)
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
// 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_ImplGlfw_InitForOpenGL(window, true);
#ifdef __EMSCRIPTEN__
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
#endif
ImGui_ImplOpenGL3_Init(glsl_version);
// 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 \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//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);
// Main loop
#ifdef __EMSCRIPTEN__
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
io.IniFilename = nullptr;
EMSCRIPTEN_MAINLOOP_BEGIN
#else
while (!glfwWindowShouldClose(window))
#endif
{
// Poll and handle events (inputs, window resize, etc.)
// 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.
glfwPollEvents();
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_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);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
#endif
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
}
#endif //_OPENGL

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test/opengl_test.h Normal file
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#pragma once
class OpenGLTest{
public:
static void openGLTest();
};