vs2022 快速搭建imgui工程
vcpkg.exe install imgui[imgui:x64-windows]:x64-windows-static
vcpkg.exe install imgui[docking-experimental]:x64-windows-static
vcpkg install imgui[dx11-binding]:x64-windows-static
vcpkg install imgui[win32-binding]:x64-windows-static
vcpkg.exe integrate install
因为安装的是static 静态库,需要vs2022设置vcpkg开启static
- 新建console工程
点击查看代码
//d3d11.lib;d3dcompiler.lib;dxgi.lib
// Dear ImGui: standalone example application for DirectX 11
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#include "imgui_impl_win32.h"
#include "imgui_impl_dx11.h"
#include <d3d11.h>
#include <tchar.h>
#include <string>
#include "simhei.h"
#pragma comment(lib, "d3d11")
// Data
static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static IDXGISwapChain* g_pSwapChain = NULL;
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
// Forward declarations of helper functions
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
void CleanupRenderTarget();
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
/*
Color definitions in ImGui are a good starting point,
but do not cover all the intricacies of Spectrum's possible colors
in controls and widgets.
One big difference is that ImGui communicates widget activity
(hover, pressed) with their background, while spectrum uses a mix
of background and border, with border being the most common choice.
Because of this, we reference extra colors in spectrum from
imgui.cpp and imgui_widgets.cpp directly, and to make that work,
we need to have them defined at here at compile time.
*/
/// Pick one, or have one defined already.
#if !defined(SPECTRUM_USE_LIGHT_THEME) && !defined(SPECTRUM_USE_DARK_THEME)
#define SPECTRUM_USE_LIGHT_THEME
//#define SPECTRUM_USE_DARK_THEME
#endif
namespace ImGui {
namespace Spectrum {
// a list of changes introduced to change the look of the widgets.
// Collected here as const rather than being magic numbers spread
// around imgui.cpp and imgui_widgets.cpp.
const float CHECKBOX_BORDER_SIZE = 2.0f;
const float CHECKBOX_ROUNDING = 2.0f;
// Load SourceSansProRegular and sets it as a default font.
// You may want to call ImGui::GetIO().Fonts->Clear() before this
void LoadFont(float size_pixels = 16.0f);
void LoadFont(float size_pixels /*= 16.0f*/)
{
auto fontAtlas = ImGui::GetIO().Fonts;
fontAtlas->ClearFonts();
//auto glyphRange = fontAtlas->GetGlyphRangesVietnamese();
//glyphRange = fontAtlas->GetGlyphRangesChineseFull();
ImVector<ImWchar> myRange;
static std::string ranges_string(u8"卡牌切牌 关闭 取色1234567890 .*!@#$%^&*()_-=+ "
"abcdefghijklmnopqrstuvwxyz ABCDEFGHIJKLMNOPQRSTUVWXYZ "
"显示隐藏终端 坐标, y等待时间 主界面 其他 保存配置 颜色设置 用户名 密码 登录");
ImFontGlyphRangesBuilder myGlyph;
myGlyph.AddText(ranges_string.c_str());
myGlyph.BuildRanges(&myRange);
ImFontConfig config_words{};
config_words.OversampleH = 1;
config_words.OversampleV = 1;
ImFont* font = fontAtlas->AddFontFromMemoryTTF(simhei_font(), simhei_size, size_pixels, &config_words, myRange.Data);
//ImFont* font = fontAtlas->AddFontFromMemoryTTF(simhei_font(), simhei_size, size_pixels, &config_words, glyphRange);
int width, height;
unsigned char* pixels = NULL;
fontAtlas->GetTexDataAsAlpha8(&pixels, &width, &height);
IM_ASSERT(font != NULL);
return;
}
// Sets the ImGui style to Spectrum
void StyleColorsSpectrum();
namespace { // Unnamed namespace, since we only use this here.
unsigned int Color(unsigned int c) {
// add alpha.
// also swap red and blue channel for some reason.
// todo: figure out why, and fix it.
const short a = 0xFF;
const short r = (c >> 16) & 0xFF;
const short g = (c >> 8) & 0xFF;
const short b = (c >> 0) & 0xFF;
return(a << 24)
| (r << 0)
| (g << 8)
| (b << 16);
}
}
// all colors are from http://spectrum.corp.adobe.com/color.html
inline unsigned int color_alpha(unsigned int alpha, unsigned int c) {
return ((alpha & 0xFF) << 24) | (c & 0x00FFFFFF);
}
namespace Static { // static colors
const unsigned int NONE = 0x00000000; // transparent
const unsigned int WHITE = Color(0xFFFFFF);
const unsigned int BLACK = Color(0x000000);
const unsigned int GRAY200 = Color(0xF4F4F4);
const unsigned int GRAY300 = Color(0xEAEAEA);
const unsigned int GRAY400 = Color(0xD3D3D3);
const unsigned int GRAY500 = Color(0xBCBCBC);
const unsigned int GRAY600 = Color(0x959595);
const unsigned int GRAY700 = Color(0x767676);
const unsigned int GRAY800 = Color(0x505050);
const unsigned int GRAY900 = Color(0x323232);
const unsigned int BLUE400 = Color(0x378EF0);
const unsigned int BLUE500 = Color(0x2680EB);
const unsigned int BLUE600 = Color(0x1473E6);
const unsigned int BLUE700 = Color(0x0D66D0);
const unsigned int RED400 = Color(0xEC5B62);
const unsigned int RED500 = Color(0xE34850);
const unsigned int RED600 = Color(0xD7373F);
const unsigned int RED700 = Color(0xC9252D);
const unsigned int ORANGE400 = Color(0xF29423);
const unsigned int ORANGE500 = Color(0xE68619);
const unsigned int ORANGE600 = Color(0xDA7B11);
const unsigned int ORANGE700 = Color(0xCB6F10);
const unsigned int GREEN400 = Color(0x33AB84);
const unsigned int GREEN500 = Color(0x2D9D78);
const unsigned int GREEN600 = Color(0x268E6C);
const unsigned int GREEN700 = Color(0x12805C);
}
#ifdef SPECTRUM_USE_LIGHT_THEME
const unsigned int GRAY50 = Color(0xFFFFFF);
const unsigned int GRAY75 = Color(0xFAFAFA);
const unsigned int GRAY100 = Color(0xF5F5F5);
const unsigned int GRAY200 = Color(0xEAEAEA);
const unsigned int GRAY300 = Color(0xE1E1E1);
const unsigned int GRAY400 = Color(0xCACACA);
const unsigned int GRAY500 = Color(0xB3B3B3);
const unsigned int GRAY600 = Color(0x8E8E8E);
const unsigned int GRAY700 = Color(0x707070);
const unsigned int GRAY800 = Color(0x4B4B4B);
const unsigned int GRAY900 = Color(0x2C2C2C);
const unsigned int BLUE400 = Color(0x2680EB);
const unsigned int BLUE500 = Color(0x1473E6);
const unsigned int BLUE600 = Color(0x0D66D0);
const unsigned int BLUE700 = Color(0x095ABA);
const unsigned int RED400 = Color(0xE34850);
const unsigned int RED500 = Color(0xD7373F);
const unsigned int RED600 = Color(0xC9252D);
const unsigned int RED700 = Color(0xBB121A);
const unsigned int ORANGE400 = Color(0xE68619);
const unsigned int ORANGE500 = Color(0xDA7B11);
const unsigned int ORANGE600 = Color(0xCB6F10);
const unsigned int ORANGE700 = Color(0xBD640D);
const unsigned int GREEN400 = Color(0x2D9D78);
const unsigned int GREEN500 = Color(0x268E6C);
const unsigned int GREEN600 = Color(0x12805C);
const unsigned int GREEN700 = Color(0x107154);
const unsigned int INDIGO400 = Color(0x6767EC);
const unsigned int INDIGO500 = Color(0x5C5CE0);
const unsigned int INDIGO600 = Color(0x5151D3);
const unsigned int INDIGO700 = Color(0x4646C6);
const unsigned int CELERY400 = Color(0x44B556);
const unsigned int CELERY500 = Color(0x3DA74E);
const unsigned int CELERY600 = Color(0x379947);
const unsigned int CELERY700 = Color(0x318B40);
const unsigned int MAGENTA400 = Color(0xD83790);
const unsigned int MAGENTA500 = Color(0xCE2783);
const unsigned int MAGENTA600 = Color(0xBC1C74);
const unsigned int MAGENTA700 = Color(0xAE0E66);
const unsigned int YELLOW400 = Color(0xDFBF00);
const unsigned int YELLOW500 = Color(0xD2B200);
const unsigned int YELLOW600 = Color(0xC4A600);
const unsigned int YELLOW700 = Color(0xB79900);
const unsigned int FUCHSIA400 = Color(0xC038CC);
const unsigned int FUCHSIA500 = Color(0xB130BD);
const unsigned int FUCHSIA600 = Color(0xA228AD);
const unsigned int FUCHSIA700 = Color(0x93219E);
const unsigned int SEAFOAM400 = Color(0x1B959A);
const unsigned int SEAFOAM500 = Color(0x16878C);
const unsigned int SEAFOAM600 = Color(0x0F797D);
const unsigned int SEAFOAM700 = Color(0x096C6F);
const unsigned int CHARTREUSE400 = Color(0x85D044);
const unsigned int CHARTREUSE500 = Color(0x7CC33F);
const unsigned int CHARTREUSE600 = Color(0x73B53A);
const unsigned int CHARTREUSE700 = Color(0x6AA834);
const unsigned int PURPLE400 = Color(0x9256D9);
const unsigned int PURPLE500 = Color(0x864CCC);
const unsigned int PURPLE600 = Color(0x7A42BF);
const unsigned int PURPLE700 = Color(0x6F38B1);
#endif
#ifdef SPECTRUM_USE_DARK_THEME
const unsigned int GRAY50 = Color(0x252525);
const unsigned int GRAY75 = Color(0x2F2F2F);
const unsigned int GRAY100 = Color(0x323232);
const unsigned int GRAY200 = Color(0x393939);
const unsigned int GRAY300 = Color(0x3E3E3E);
const unsigned int GRAY400 = Color(0x4D4D4D);
const unsigned int GRAY500 = Color(0x5C5C5C);
const unsigned int GRAY600 = Color(0x7B7B7B);
const unsigned int GRAY700 = Color(0x999999);
const unsigned int GRAY800 = Color(0xCDCDCD);
const unsigned int GRAY900 = Color(0xFFFFFF);
const unsigned int BLUE400 = Color(0x2680EB);
const unsigned int BLUE500 = Color(0x378EF0);
const unsigned int BLUE600 = Color(0x4B9CF5);
const unsigned int BLUE700 = Color(0x5AA9FA);
const unsigned int RED400 = Color(0xE34850);
const unsigned int RED500 = Color(0xEC5B62);
const unsigned int RED600 = Color(0xF76D74);
const unsigned int RED700 = Color(0xFF7B82);
const unsigned int ORANGE400 = Color(0xE68619);
const unsigned int ORANGE500 = Color(0xF29423);
const unsigned int ORANGE600 = Color(0xF9A43F);
const unsigned int ORANGE700 = Color(0xFFB55B);
const unsigned int GREEN400 = Color(0x2D9D78);
const unsigned int GREEN500 = Color(0x33AB84);
const unsigned int GREEN600 = Color(0x39B990);
const unsigned int GREEN700 = Color(0x3FC89C);
const unsigned int INDIGO400 = Color(0x6767EC);
const unsigned int INDIGO500 = Color(0x7575F1);
const unsigned int INDIGO600 = Color(0x8282F6);
const unsigned int INDIGO700 = Color(0x9090FA);
const unsigned int CELERY400 = Color(0x44B556);
const unsigned int CELERY500 = Color(0x4BC35F);
const unsigned int CELERY600 = Color(0x51D267);
const unsigned int CELERY700 = Color(0x58E06F);
const unsigned int MAGENTA400 = Color(0xD83790);
const unsigned int MAGENTA500 = Color(0xE2499D);
const unsigned int MAGENTA600 = Color(0xEC5AAA);
const unsigned int MAGENTA700 = Color(0xF56BB7);
const unsigned int YELLOW400 = Color(0xDFBF00);
const unsigned int YELLOW500 = Color(0xEDCC00);
const unsigned int YELLOW600 = Color(0xFAD900);
const unsigned int YELLOW700 = Color(0xFFE22E);
const unsigned int FUCHSIA400 = Color(0xC038CC);
const unsigned int FUCHSIA500 = Color(0xCF3EDC);
const unsigned int FUCHSIA600 = Color(0xD951E5);
const unsigned int FUCHSIA700 = Color(0xE366EF);
const unsigned int SEAFOAM400 = Color(0x1B959A);
const unsigned int SEAFOAM500 = Color(0x20A3A8);
const unsigned int SEAFOAM600 = Color(0x23B2B8);
const unsigned int SEAFOAM700 = Color(0x26C0C7);
const unsigned int CHARTREUSE400 = Color(0x85D044);
const unsigned int CHARTREUSE500 = Color(0x8EDE49);
const unsigned int CHARTREUSE600 = Color(0x9BEC54);
const unsigned int CHARTREUSE700 = Color(0xA3F858);
const unsigned int PURPLE400 = Color(0x9256D9);
const unsigned int PURPLE500 = Color(0x9D64E1);
const unsigned int PURPLE600 = Color(0xA873E9);
const unsigned int PURPLE700 = Color(0xB483F0);
#endif
}
}
// Main code
int main(int, char**)
{
// Create application window
//ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
::RegisterClassEx(&wc);
//HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 0, 0, 0, 0, NULL, NULL, wc.hInstance, NULL);
HWND hwnd = CreateWindow(wc.lpszClassName, L"External Menu Base", WS_POPUP, 0, 0, 5, 5, 0, 0, wc.hInstance, 0);
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return 1;
}
// Show the window
::ShowWindow(hwnd, SW_HIDE);
::UpdateWindow(hwnd);
HWND h_console = GetConsoleWindow();
ShowWindow(h_console, SW_HIDE);
/* 显示隐藏终端
bool bVisible = (::GetWindowLong(h_console, GWL_STYLE) & WS_VISIBLE) != 0;
if (bVisible)
ShowWindow(h_console, SW_HIDE);
else
ShowWindow(h_console, SW_NORMAL);
*/
// 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
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
//io.ConfigViewportsNoDefaultParent = true;
//io.ConfigDockingAlwaysTabBar = true;
//io.ConfigDockingTransparentPayload = true;
//io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; // FIXME-DPI: Experimental. THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP!
//io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI: Experimental.
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
void set_style();
set_style();
//ImGui::Spectrum::StyleColorsSpectrum();
ImGui::Spectrum::LoadFont(20);
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// 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 NULL. 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.
// - 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("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// 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
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, NULL, 0U, 0U, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
if (msg.message == WM_QUIT)
done = true;
}
if (done)
break;
// Start the Dear ImGui frame
ImGui_ImplDX11_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);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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();
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}
// Cleanup
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
::DestroyWindow(hwnd);
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2;
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
return false;
CreateRenderTarget();
return true;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
void CreateRenderTarget()
{
ID3D11Texture2D* pBackBuffer;
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
pBackBuffer->Release();
}
void CleanupRenderTarget()
{
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}
#ifndef WM_DPICHANGED
#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
#endif
// 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 (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
CleanupRenderTarget();
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
CreateRenderTarget();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
::PostQuitMessage(0);
return 0;
case WM_DPICHANGED:
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
{
//const int dpi = HIWORD(wParam);
//printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
const RECT* suggested_rect = (RECT*)lParam;
::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
}
break;
}
return ::DefWindowProc(hWnd, msg, wParam, lParam);
}
void set_style()
{
ImGuiStyle &style = ImGui::GetStyle();
style.WindowBorderSize = 0;
style.WindowTitleAlign = ImVec2(0.5, 0.5);
style.WindowMinSize = ImVec2(400, 230);
style.FramePadding = ImVec2(8, 6);
style.TabBorderSize = 1.0f;
style.FrameBorderSize = 1.0f;
style.WindowRounding = 12;
style.ChildRounding = 6;
style.FrameRounding = 6;
style.PopupRounding = 6;
style.ScrollbarRounding = 6;
style.ScrollbarRounding = 6;
style.GrabRounding = 6;
style.LogSliderDeadzone = 6;
style.TabRounding = 6;
style.Colors[ImGuiCol_TitleBg] = ImColor(14, 4, 1, 255);
style.Colors[ImGuiCol_TitleBgActive] = ImColor(17, 5, 1, 255);
style.Colors[ImGuiCol_TitleBgCollapsed] = ImColor(0, 0, 130, 0);
style.Colors[ImGuiCol_Tab] = ImColor(0, 0, 0, 255);
style.Colors[ImGuiCol_TabHovered] = ImColor(40, 213, 204, 255);
style.Colors[ImGuiCol_TabActive] = ImColor(19, 123, 49, 255);
style.Colors[ImGuiCol_Button] = ImColor(31, 30, 31, 255);
style.Colors[ImGuiCol_ButtonActive] = ImColor(41, 40, 41, 255);
style.Colors[ImGuiCol_ButtonHovered] = ImColor(66, 150, 250, 255);
style.Colors[ImGuiCol_Separator] = ImColor(70, 70, 70, 255);
style.Colors[ImGuiCol_SeparatorActive] = ImColor(76, 76, 76, 255);
style.Colors[ImGuiCol_SeparatorHovered] = ImColor(76, 76, 76, 255);
style.Colors[ImGuiCol_FrameBg] = ImColor(37, 36, 37, 255);
style.Colors[ImGuiCol_FrameBgActive] = ImColor(37, 36, 37, 255);
style.Colors[ImGuiCol_FrameBgHovered] = ImColor(37, 36, 37, 255);
style.Colors[ImGuiCol_Header] = ImColor(0, 0, 0, 0);
style.Colors[ImGuiCol_HeaderActive] = ImColor(0, 0, 0, 0);
style.Colors[ImGuiCol_HeaderHovered] = ImColor(46, 46, 46, 255);
}
void ImGui::Spectrum::StyleColorsSpectrum()
{
using namespace ImGui;
ImGuiStyle* style = &ImGui::GetStyle();
style->GrabRounding = 4.0f;
ImVec4* colors = style->Colors;
colors[ImGuiCol_Text] = ColorConvertU32ToFloat4(Spectrum::GRAY800); // text on hovered controls is gray900
colors[ImGuiCol_TextDisabled] = ColorConvertU32ToFloat4(Spectrum::GRAY500);
colors[ImGuiCol_WindowBg] = ColorConvertU32ToFloat4(Spectrum::GRAY100);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ColorConvertU32ToFloat4(Spectrum::GRAY50); // not sure about this. Note: applies to tooltips too.
colors[ImGuiCol_Border] = ColorConvertU32ToFloat4(Spectrum::GRAY300);
colors[ImGuiCol_BorderShadow] = ColorConvertU32ToFloat4(Spectrum::Static::NONE); // We don't want shadows. Ever.
colors[ImGuiCol_FrameBg] = ColorConvertU32ToFloat4(Spectrum::GRAY75); // this isnt right, spectrum does not do this, but it's a good fallback
colors[ImGuiCol_FrameBgHovered] = ColorConvertU32ToFloat4(Spectrum::GRAY50);
colors[ImGuiCol_FrameBgActive] = ColorConvertU32ToFloat4(Spectrum::GRAY200);
colors[ImGuiCol_TitleBg] = ColorConvertU32ToFloat4(Spectrum::GRAY300); // those titlebar values are totally made up, spectrum does not have this.
colors[ImGuiCol_TitleBgActive] = ColorConvertU32ToFloat4(Spectrum::GRAY200);
colors[ImGuiCol_TitleBgCollapsed] = ColorConvertU32ToFloat4(Spectrum::GRAY400);
colors[ImGuiCol_MenuBarBg] = ColorConvertU32ToFloat4(Spectrum::GRAY100);
colors[ImGuiCol_ScrollbarBg] = ColorConvertU32ToFloat4(Spectrum::GRAY100); // same as regular background
colors[ImGuiCol_ScrollbarGrab] = ColorConvertU32ToFloat4(Spectrum::GRAY400);
colors[ImGuiCol_ScrollbarGrabHovered] = ColorConvertU32ToFloat4(Spectrum::GRAY600);
colors[ImGuiCol_ScrollbarGrabActive] = ColorConvertU32ToFloat4(Spectrum::GRAY700);
colors[ImGuiCol_CheckMark] = ColorConvertU32ToFloat4(Spectrum::BLUE500);
colors[ImGuiCol_SliderGrab] = ColorConvertU32ToFloat4(Spectrum::GRAY700);
colors[ImGuiCol_SliderGrabActive] = ColorConvertU32ToFloat4(Spectrum::GRAY800);
colors[ImGuiCol_Button] = ColorConvertU32ToFloat4(Spectrum::YELLOW400); // match default button to Spectrum's 'Action Button'.
colors[ImGuiCol_ButtonHovered] = ColorConvertU32ToFloat4(Spectrum::YELLOW500);
colors[ImGuiCol_ButtonActive] = ColorConvertU32ToFloat4(Spectrum::YELLOW600);
colors[ImGuiCol_Header] = ColorConvertU32ToFloat4(Spectrum::BLUE400);
colors[ImGuiCol_HeaderHovered] = ColorConvertU32ToFloat4(Spectrum::BLUE500);
colors[ImGuiCol_HeaderActive] = ColorConvertU32ToFloat4(Spectrum::BLUE600);
colors[ImGuiCol_Separator] = ColorConvertU32ToFloat4(Spectrum::GRAY400);
colors[ImGuiCol_SeparatorHovered] = ColorConvertU32ToFloat4(Spectrum::GRAY600);
colors[ImGuiCol_SeparatorActive] = ColorConvertU32ToFloat4(Spectrum::GRAY700);
colors[ImGuiCol_ResizeGrip] = ColorConvertU32ToFloat4(Spectrum::GRAY400);
colors[ImGuiCol_ResizeGripHovered] = ColorConvertU32ToFloat4(Spectrum::GRAY600);
colors[ImGuiCol_ResizeGripActive] = ColorConvertU32ToFloat4(Spectrum::GRAY700);
colors[ImGuiCol_PlotLines] = ColorConvertU32ToFloat4(Spectrum::BLUE400);
colors[ImGuiCol_PlotLinesHovered] = ColorConvertU32ToFloat4(Spectrum::BLUE600);
colors[ImGuiCol_PlotHistogram] = ColorConvertU32ToFloat4(Spectrum::BLUE400);
colors[ImGuiCol_PlotHistogramHovered] = ColorConvertU32ToFloat4(Spectrum::BLUE600);
colors[ImGuiCol_TextSelectedBg] = ColorConvertU32ToFloat4((Spectrum::BLUE400 & 0x00FFFFFF) | 0x33000000);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ColorConvertU32ToFloat4((Spectrum::GRAY900 & 0x00FFFFFF) | 0x0A000000);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
}
- 编译