Move main menu into its own file. Modify text file functions and rename file.

Add functions for text in imgui with the text_functions file.
Add keystates file.
This commit is contained in:
kelson8 2024-06-18 13:13:26 -04:00
parent f3c5095964
commit eca8fe3c1d
13 changed files with 692 additions and 398 deletions

4
.gitignore vendored
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@ -1,3 +1,7 @@
# Added by kelson8
Main - Copy.cpp
old/**
# ---> C++
# Prerequisites
*.d

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@ -182,8 +182,8 @@
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d9.lib;opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(ProjectDir)lib\GLFW\lib-vc2022;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>.\lib\GLFW\lib-vc2022;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -213,6 +213,7 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="lib\ImGui\backends\imgui_impl_opengl3.cpp" />
<ClCompile Include="Main.cpp" />
<ClCompile Include="lib\ImGui\backends\imgui_impl_dx9.cpp" />
<ClCompile Include="lib\ImGui\backends\imgui_impl_win32.cpp" />
@ -221,12 +222,17 @@
<ClCompile Include="lib\ImGui\imgui_draw.cpp" />
<ClCompile Include="lib\ImGui\imgui_tables.cpp" />
<ClCompile Include="lib\ImGui\imgui_widgets.cpp" />
<ClCompile Include="menus\main_menu.cpp" />
<ClCompile Include="test\directx9_test.cpp" />
<ClCompile Include="test\opengl_test.cpp" />
<ClCompile Include="util\textFileFunctions.cpp" />
<ClCompile Include="util\keystates.cpp" />
<ClCompile Include="util\text_file_functions.cpp" />
<ClCompile Include="util\text_functions.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="lib\ImGui\backends\imgui_impl_dx9.h" />
<ClInclude Include="lib\ImGui\backends\imgui_impl_opengl3.h" />
<ClInclude Include="lib\ImGui\backends\imgui_impl_opengl3_loader.h" />
<ClInclude Include="lib\ImGui\backends\imgui_impl_win32.h" />
<ClInclude Include="lib\ImGui\imconfig.h" />
<ClInclude Include="lib\ImGui\imgui.h" />
@ -234,9 +240,16 @@
<ClInclude Include="lib\ImGui\imstb_rectpack.h" />
<ClInclude Include="lib\ImGui\imstb_textedit.h" />
<ClInclude Include="lib\ImGui\imstb_truetype.h" />
<ClInclude Include="menus\main_menu.h" />
<ClInclude Include="menus\pch.h" />
<ClInclude Include="test\directx9_test.h" />
<ClInclude Include="test\opengl_test.h" />
<ClInclude Include="util\textFileFunctions.h" />
<ClInclude Include="util\keystates.h" />
<ClInclude Include="util\text_file_functions.h" />
<ClInclude Include="util\text_functions.h" />
</ItemGroup>
<ItemGroup>
<None Include="lib\ImGui\backends\imgui_impl_metal.mm" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

307
menus/main_menu.cpp Normal file
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@ -0,0 +1,307 @@
#include "imgui.h"
#include "imgui_impl_dx9.h"
#if _WIN32
#include "imgui_impl_win32.h"
#include <Windows.h>
#include "../util/keystates.h"
#endif
#include <d3d9.h>
#include <tchar.h>
#include <string>
#include <iostream>
#include <fstream>
#include "../util/text_file_functions.h"
#include "../test/directx9_test.h"
#include "../util/text_functions.h"
#include "main_menu.h"
// https://www.geeksforgeeks.org/macros-and-its-types-in-c-cpp/
// Test macros
#define LIMIT 5
// This file is inactive, not in use yet.
// Boolean values
bool DirectX9Test::show_demo_window = true;
bool DirectX9Test::button1_clicked = false;
bool DirectX9Test::show_app_main_menu_bar = false;
bool DirectX9Test::toggle_text = false;
bool DirectX9Test::dark_mode = false;
bool DirectX9Test::define_test = false;
bool DirectX9Test::list_values = false;
//
void MainMenu::MainMenuTest() {
ImGuiIO& io = ImGui::GetIO(); (void)io;
//if (ImGui::Begin("KCNet ImGui", nullptr, ImGuiWindowFlags_MenuBar))
//{
// Menu bar
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Test"))
{
ImGui::MenuItem("Main menu bar", NULL, &DirectX9Test::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"))
{
DirectX9Test::button1_clicked = false;
}
else
{
DirectX9Test::button1_clicked = true;
}
if (!DirectX9Test::button1_clicked)
{
TextFunctions::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", &DirectX9Test::dark_mode))
{
if (!DirectX9Test::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", &DirectX9Test::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");
// I'm quite sure this will only work on Windows, will need tested on Linux once I get opengl working.
#ifdef _WIN32
static bool test = false;
ImGui::Text("Key Press: ");
ImGui::SameLine();
//if (ImGui::Checkbox("Test", &test))
ImGui::Checkbox("Test", &test);
if (test)
{
// https://stackoverflow.com/questions/41600981/how-do-i-check-if-a-key-is-pressed-on-c
/*Check if high-order bit is set (1 << 15)*/
// I wonder if I can create a for loop to iterate over the list of keys
// I couldn't get the below working.
//char keyboard_chars[26] = { 'A', 'B', 'C', 'D',
//'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O',
//'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z' };
enum keyboard_chars_enum {
A = 0, B, C, D,
E, F, G, H, I, J, K, L, M, N, O,
P, Q, R, S, T, U, V, W, X, Y, Z
};
//https://www.codeproject.com/Questions/207914/To-get-Number-of-elements-in-typedef-struct
char input = Z - A;
////int test = 1;
// https://cplusplus.com/forum/beginner/6463/
// I never did get this working
//switch (keyboard_chars_enum)
//switch (input)
//{
//case A:
// ImGui::Text("A Key pressed");
//}
//for (int i =0; i< keyboard_chars_enum)
// This one didn't work
//for (int i = 0; i < input; i++) {
// if (GetKeyState(i) & 0x8000)
// ImGui::Text(i + " key was pressed");
//}
// This works
//if (GetKeyState('A') & 0x8000)
//{
// ImGui::Text("A Key pressed");
//}
//if (GetKeyState(VK_SHIFT) & 0x8000)
//{
// ImGui::Text("Shift Key pressed");
//}
//
}
else
{
ImGui::Text("Goodbye");
}
#endif //_WIN32
//#define _TEST
//#ifdef _TEST
// ImGui::Checkbox("Define Test", &DirectX9Test::define_test);
//
// if (define_test)
// {
// ImGui::Text("Value of limit is: " + LIMIT);
// //std::cout << "Value of limit is " << LIMIT;
// }
//#endif //_TEST
//#undef _TEST
ImGui::Checkbox("List values", &DirectX9Test::list_values);
if (DirectX9Test::list_values)
{
ImGui::Text(KeyStates::charTest());
//Sleep(2000);
// This spams the console too much.
KeyStates::test();
}
else
{
ImGui::Text("Disabled");
}
}
// This works for a column, having multiple items on the same row.
ImGui::Columns(2);
ImGui::Text("Hello");
ImGui::NextColumn();
ImGui::Text("World");
ImGui::Columns(1);
//}
}

6
menus/main_menu.h Normal file
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@ -0,0 +1,6 @@
#pragma once
class MainMenu {
public:
static void MainMenuTest();
};

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@ -3,6 +3,8 @@
// 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.
// This is my ImGui C++ demo, I mess around with it sometimes.
#ifndef _TEST
#define _TEST
#endif
@ -29,6 +31,7 @@
#if _WIN32
#include "imgui_impl_win32.h"
#include <Windows.h>
#include "../util/keystates.h"
#endif
#include <d3d9.h>
@ -38,7 +41,9 @@
#include <iostream>
#include <fstream>
#include "../util/textFileFunctions.h"
#include "../util/text_file_functions.h"
#include "../util/text_functions.h"
#include "../menus/main_menu.h"
// https://www.geeksforgeeks.org/macros-and-its-types-in-c-cpp/
// Test macros
@ -63,14 +68,14 @@ 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();
}
ImGui::TextDisabled("(?)");
if (ImGui::BeginItemTooltip())
{
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(desc);
ImGui::PopTextWrapPos();
ImGui::EndTooltip();
}
}
// Windows specific features
@ -86,55 +91,55 @@ bool isDown = keyState & 0x8000;
// Will this work?
static void setBulletText(const char* text)
{
ImGui::BulletText(text);
}
//static void setBulletText(const char* text)
//{
// ImGui::BulletText(text);
//}
//
int test()
{
int num1 = 5;
int num2 = 10;
int num1 = 5;
int num2 = 10;
return num1 + num2;
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);
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;
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;
static bool show_main_menu = false;
if (show_main_menu)
{
if (ImGui::Begin("Test"))
{
ImGui::Text("Hello World!");
}
}
if (show_main_menu)
{
if (ImGui::Begin("Test"))
{
ImGui::Text("Hello World!");
}
}
if (!ImGui::Begin("Test", p_open))
{
if (!ImGui::Begin("Test", p_open))
{
ImGui::End();
return;
}
ImGui::End();
return;
}
}
@ -144,376 +149,208 @@ void DirectX9Test::directX9Test()
{
#ifdef _TEST
std::cout << testString1();
//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);
// 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;
}
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
//return 1;
}
// Show the window
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
// 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 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 Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);
// 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);
// 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);
// 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;
// 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;
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();
}
// 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();
// 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);
// 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();
//MainMenu::MainMenuTest();
//#define _OLD_CODE
// This below works for a dark mode toggle.
// 5-16-2024 @ 9:14PM
if (ImGui::Begin("KCNet ImGui", nullptr, ImGuiWindowFlags_MenuBar))
{
#ifndef _TEST
#define _TEST
#endif
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();
#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)
{
// 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
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;
//}
//if (ImGui::BeginMenu("My menu"))
//{
// //ImGui::BulletText("You should see this");
// ImGui::MenuItem("test", NULL);
// ImGui::EndMenu();
//}
// This works.
if (ImGui::IsMousePosValid())
ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
else
ImGui::Text("Mouse pos: <INVALID>");
}
// End ImGui
ImGui::End();
//if (ImGui::Checkbox("Show Text", &toggle_text))
//{
// ImGui::BulletText("Hello");
//}
//else
//{
// ImGui::BulletText("Hola");
//}
// 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();
}
// How do I update this text in code?
// Like if a button is pressed.
//ImGui::Separator();
//ImGui::BulletText("Test");
ImGui_ImplDX9_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
#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);
CleanupDeviceD3D();
::DestroyWindow(hwnd);
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)
return false;
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;
// 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;
return true;
}
void CleanupDeviceD3D()
{
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
if (g_pD3D) { g_pD3D->Release(); g_pD3D = nullptr; }
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();
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
@ -526,26 +363,26 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg
// 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;
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);
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

View File

@ -2,4 +2,12 @@
class DirectX9Test {
public:
static void directX9Test();
static bool show_app_main_menu_bar;
static bool button1_clicked;
static bool dark_mode;
static bool define_values;
static bool list_values;
static bool show_demo_window;
static bool define_test;
static bool toggle_text;
};

View File

@ -3,12 +3,13 @@
// Moving opengl test into this file until I'm ready to mess with it.
// 5-25-2024 @ 12:21PM
// https://www.reddit.com/r/cpp/comments/16scrps/at_what_point_in_your_c_development_do_you/
#ifndef _OPENGL
//#define _OPENGL
#endif
// I never did get this one working.
// Keeps giving linker errors and library not found errors.
// I almost got this working, now it says that ImGui_ImplOpenGL3_Init is not defined.
#ifdef _OPENGL
// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
@ -98,7 +99,8 @@ void OpenGLTest::openGLTest()
#ifdef __EMSCRIPTEN__
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
#endif
ImGui_ImplOpenGL3_Init(glsl_version);
//ImGui_ImplOpenGL3_Init(glsl_version);
ImGui_ImplOpenGL3_Init("#version 130");
// 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.
@ -191,6 +193,8 @@ void OpenGLTest::openGLTest()
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
ImGui::EndFrame();
}
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;

34
util/keystates.cpp Normal file
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@ -0,0 +1,34 @@
#include "keystates.h"
#include <string>
#include <iostream>
// What was this file doing?
char keyboard_chars[26] = { 'A', 'B', 'C', 'D',
'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O',
'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z'};
static void chars()
{
std::cout << keyboard_chars;
}
char* KeyStates::charTest()
{
return keyboard_chars;
}
// I wonder how to return the list of arrays?
void KeyStates::test()
{
for (int i = 0; i < keyboard_chars[i]; i++)
{
std::cout << keyboard_chars[i] << " [" << i << "]" <<std::endl;
}
}
//static char cars()
//{
// return &cars;
//}

11
util/keystates.h Normal file
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@ -0,0 +1,11 @@
#pragma once
#if _WIN32
#include <Windows.h>
#endif
class KeyStates {
public:
static char* charTest();
static void test();
};

View File

@ -1,7 +1,7 @@
#include <string>
#include <iostream>
#include <fstream>
#include "textFileFunctions.h"
#include "text_file_functions.h"
// Checking if the file exists breaks without this
// https://stackoverflow.com/questions/19321804/this-function-or-variable-may-be-unsafe-visual-studio
@ -51,11 +51,14 @@ void TextFileFunctions::readTextFile(std::string file)
//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)
#ifndef _TEST
#define _TEST
#endif
// Add test function for this, I need to figure out how to return an array like this.
#ifdef _TEST
void TextFileFunctions::printTextOutput(std::string file)
{
std::string line;
std::ifstream myfile(file);
@ -66,8 +69,8 @@ std::string TextFileFunctions::printTextOutput(std::string file)
{
while (std::getline(myfile, line))
{
//std::cout << line << '\n';
return line;
std::cout << line << '\n';
//return line;
}
//return line;
@ -83,3 +86,48 @@ std::string TextFileFunctions::printTextOutput(std::string file)
std::cout << "File doesn't exist!";
}
}
// https://www.digitalocean.com/community/tutorials/return-array-in-c-plus-plus-function
//void* test()
//{
//
//}
#else
//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)
void 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!";
}
}
#endif //_TEST

View File

@ -3,5 +3,6 @@ class TextFileFunctions {
public:
inline static bool fileExistCheck(const std::string& name);
static void readTextFile(std::string file);
static std::string printTextOutput(std::string file);
//static std::string printTextOutput(std::string file);
static void printTextOutput(std::string file);
};

16
util/text_functions.cpp Normal file
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@ -0,0 +1,16 @@
#include "imgui.h"
#include "imgui_impl_dx9.h"
#if _WIN32
#include "imgui_impl_win32.h"
#include <Windows.h>
#include "../util/keystates.h"
#endif
// My code
#include "text_functions.h"
void TextFunctions::SetBulletText(const char* text)
{
ImGui::BulletText(text);
}

5
util/text_functions.h Normal file
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@ -0,0 +1,5 @@
#pragma once
class TextFunctions {
public:
static void SetBulletText(const char* text);
};