diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp index 64a4820b9813..b7e8ed7dbd8f 100644 --- a/backends/imgui_impl_win32.cpp +++ b/backends/imgui_impl_win32.cpp @@ -67,7 +67,7 @@ static bool g_WantUpdateHasGamepad = true; static bool g_WantUpdateMonitors = true; // Forward Declarations -static void ImGui_ImplWin32_InitPlatformInterface(); +static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC); static void ImGui_ImplWin32_ShutdownPlatformInterface(); static void ImGui_ImplWin32_UpdateMonitors(); @@ -79,7 +79,7 @@ static PFN_XInputGetState g_XInputGetState = NULL; #endif // Functions -bool ImGui_ImplWin32_Init(void* hwnd) +bool ImGui_ImplWin32_Init(void* hwnd, bool platformHasOwnDC) { if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond)) return false; @@ -99,7 +99,7 @@ bool ImGui_ImplWin32_Init(void* hwnd) ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd; if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - ImGui_ImplWin32_InitPlatformInterface(); + ImGui_ImplWin32_InitPlatformInterface(platformHasOwnDC); // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. io.KeyMap[ImGuiKey_Tab] = VK_TAB; @@ -873,11 +873,11 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, return DefWindowProc(hWnd, msg, wParam, lParam); } -static void ImGui_ImplWin32_InitPlatformInterface() +static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC) { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); - wcex.style = CS_HREDRAW | CS_VREDRAW; + wcex.style = CS_HREDRAW | CS_VREDRAW | (platformHasOwnDC ? CS_OWNDC : 0); wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; diff --git a/backends/imgui_impl_win32.h b/backends/imgui_impl_win32.h index e9126cb92a9c..b0eb5f668963 100644 --- a/backends/imgui_impl_win32.h +++ b/backends/imgui_impl_win32.h @@ -15,7 +15,7 @@ #pragma once #include "imgui.h" // IMGUI_IMPL_API -IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd, bool platformHasOwnDC = false); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); diff --git a/examples/example_win32_opengl2/build_win32.bat b/examples/example_win32_opengl2/build_win32.bat new file mode 100644 index 000000000000..c05d0a161dac --- /dev/null +++ b/examples/example_win32_opengl2/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_opengl2 +@set INCLUDES=/I..\.. /I..\..\backends +@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp +@set LIBS=opengl32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_win32_opengl2/example_win32_opengl2.vcxproj b/examples/example_win32_opengl2/example_win32_opengl2.vcxproj new file mode 100644 index 000000000000..5692e5c40686 --- /dev/null +++ b/examples/example_win32_opengl2/example_win32_opengl2.vcxproj @@ -0,0 +1,171 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D} + example_win32_opengl2 + 8.1 + + + + Application + true + Unicode + v110 + + + Application + true + Unicode + v110 + + + Application + false + true + Unicode + v110 + + + Application + false + true + Unicode + v110 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + + Level4 + Disabled + ..\..;..\..\backends; + + + true + %(AdditionalLibraryDirectories) + opengl32.lib;%(AdditionalDependencies) + Console + + + + + Level4 + Disabled + ..\..;..\..\backends; + + + true + %(AdditionalLibraryDirectories) + opengl32.lib;%(AdditionalDependencies) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends; + false + + + true + true + true + %(AdditionalLibraryDirectories) + opengl32.lib;%(AdditionalDependencies) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends; + false + + + true + true + true + %(AdditionalLibraryDirectories) + opengl32.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/examples/example_win32_opengl2/example_win32_opengl2.vcxproj.filters b/examples/example_win32_opengl2/example_win32_opengl2.vcxproj.filters new file mode 100644 index 000000000000..2b0eb4a49d62 --- /dev/null +++ b/examples/example_win32_opengl2/example_win32_opengl2.vcxproj.filters @@ -0,0 +1,61 @@ + + + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + {a82cba23-9de0-45c2-b1e3-2eb1666702de} + + + + + sources + + + imgui + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + sources + + + + + imgui + + + imgui + + + imgui + + + imgui + + + imgui + + + + + + sources + + + \ No newline at end of file diff --git a/examples/example_win32_opengl2/main.cpp b/examples/example_win32_opengl2/main.cpp new file mode 100644 index 000000000000..9db33f7a952d --- /dev/null +++ b/examples/example_win32_opengl2/main.cpp @@ -0,0 +1,346 @@ +// dear imgui: standalone example application for OpenGL2 with Winapi +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" +#include "imgui_impl_win32.h" +#include +#include +#include + + +struct RendererData +{ + HDC hDC; +}; + +// Data +HGLRC g_hRC; +RendererData g_MainWindow; +static int g_Width; +static int g_Height; + +// Forward declarations of helper functions +bool CreateDeviceOpenGL2(HWND hWnd, RendererData* data); +void CleanupDeviceOpenGL2(HWND hWnd, RendererData* data); +void ResetDevice(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + + +static void Win32_CreateWindow(ImGuiViewport* viewport) +{ + assert(viewport->RendererUserData == NULL); + + RendererData* data = IM_NEW(RendererData); + CreateDeviceOpenGL2((HWND)viewport->PlatformHandle, data); + viewport->RendererUserData = data; +} + +static void Win32_DestroyWindow(ImGuiViewport* viewport) +{ + if (viewport->RendererUserData != NULL) + { + RendererData* data = (RendererData*)viewport->RendererUserData; + CleanupDeviceOpenGL2((HWND)viewport->PlatformHandle, data); + IM_DELETE(data); + viewport->RendererUserData = NULL; + } +} + +static void Win32_RenderWindow(ImGuiViewport* viewport, void*) +{ + RendererData* data = (RendererData*)viewport->RendererUserData; + + if (data) + { + wglMakeCurrent(data->hDC, g_hRC); + } +} + +static void Win32_SwapBuffers(ImGuiViewport* viewport, void*) +{ + RendererData* data = (RendererData*)viewport->RendererUserData; + + if (data) + { + SwapBuffers(data->hDC); + } +} + +// Main code +int main(int, char**) +{ + ImGui_ImplWin32_EnableDpiAwareness(); + + // Create application window + WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; + ::RegisterClassEx(&wc); + HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui opengl2 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + + // Initialize Direct3D + if (!CreateDeviceOpenGL2(hwnd, &g_MainWindow)) + { + CleanupDeviceOpenGL2(hwnd, &g_MainWindow); + ::DestroyWindow(hwnd); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); + return 1; + } + + wglMakeCurrent(g_MainWindow.hDC, g_hRC); + + // 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 + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + + // 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; + } + + // Setup Platform/Renderer bindings + ImGui_ImplWin32_Init(hwnd, true); + ImGui_ImplOpenGL2_Init(); + + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + // Store the hdc for this new window + assert(platform_io.Renderer_CreateWindow == NULL); + platform_io.Renderer_CreateWindow = Win32_CreateWindow; + assert(platform_io.Renderer_DestroyWindow == NULL); + platform_io.Renderer_DestroyWindow = Win32_DestroyWindow; + assert(platform_io.Renderer_SwapBuffers == NULL); + platform_io.Renderer_SwapBuffers = Win32_SwapBuffers; + + // We need to activate the context before drawing + assert(platform_io.Platform_RenderWindow == NULL); + platform_io.Platform_RenderWindow = Win32_RenderWindow; + } + // 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.txt' 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 + MSG msg; + ZeroMemory(&msg, sizeof(msg)); + while (msg.message != WM_QUIT) + { + // Poll and handle messages (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. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + continue; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL2_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(); + glViewport(0, 0, g_Width, g_Height); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + + // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), + // you may need to backup/reset/restore current shader using the commented lines below. + //GLint last_program; + //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + //glUseProgram(0); + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + //glUseProgram(last_program); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + HGLRC backup_current_context = wglGetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + wglMakeCurrent(g_MainWindow.hDC, backup_current_context); + } + + SwapBuffers(g_MainWindow.hDC); + } + + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceOpenGL2(hwnd, &g_MainWindow); + wglDeleteContext(g_hRC); + ::DestroyWindow(hwnd); + ::UnregisterClass(wc.lpszClassName, wc.hInstance); + + return 0; +} + +bool ActivateOpenGL2(HWND hWnd) +{ + HDC hDc = GetDC(hWnd); + + PIXELFORMATDESCRIPTOR pfd = { 0 }; + + pfd.nSize = sizeof(pfd); + pfd.nVersion = 1; + pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; + pfd.iPixelType = PFD_TYPE_RGBA; + pfd.cColorBits = 32; + + int pf = ChoosePixelFormat(hDc, &pfd); + if (pf == 0) + { + return false; + } + + if (SetPixelFormat(hDc, pf, &pfd) == FALSE) + { + return false; + } + + ReleaseDC(hWnd, hDc); + return true; +} + +// Helper functions + +bool CreateDeviceOpenGL2(HWND hWnd, RendererData* data) +{ + if (!ActivateOpenGL2(hWnd)) + return false; + + data->hDC = GetDC(hWnd); + + if (!g_hRC) + { + g_hRC = wglCreateContext(data->hDC); + } + + return true; +} + +void CleanupDeviceOpenGL2(HWND hWnd, RendererData* data) +{ + wglMakeCurrent(NULL, NULL); + ReleaseDC(hWnd, data->hDC); +} + + +#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 +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) + { + g_Width = LOWORD(lParam); + g_Height = 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; + 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); +} diff --git a/examples/imgui_examples.sln b/examples/imgui_examples.sln index d68f69ecb5a6..ad333ae77f01 100644 --- a/examples/imgui_examples.sln +++ b/examples/imgui_examples.sln @@ -25,6 +25,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_vulkan", "examp EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_directx11", "example_sdl_directx11\example_sdl_directx11.vcxproj", "{9E1987E3-1F19-45CA-B9C9-D31E791836D8}" EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl2", "example_win32_opengl2\example_win32_opengl2.vcxproj", "{BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Win32 = Debug|Win32 @@ -121,6 +123,14 @@ Global {9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Release|Win32.Build.0 = Release|Win32 {9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Release|x64.ActiveCfg = Release|x64 {9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Release|x64.Build.0 = Release|x64 + {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Debug|Win32.ActiveCfg = Debug|Win32 + {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Debug|Win32.Build.0 = Debug|Win32 + {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Debug|x64.ActiveCfg = Debug|x64 + {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Debug|x64.Build.0 = Debug|x64 + {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Release|Win32.ActiveCfg = Release|Win32 + {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Release|Win32.Build.0 = Release|Win32 + {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Release|x64.ActiveCfg = Release|x64 + {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Release|x64.Build.0 = Release|x64 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE