ImGUI开发入门实战

此篇已废弃,不想学这个了。

简介

ImGUI已在Github上开源,分为主分支和docking分支。主分支需要在控制台窗口的基础上,新建绘制窗口,窗体绘制在该窗口中。主分支可以用来游戏写挂,例如将绘制窗口透明、外部绘制并大小位置跟随游戏变换。docking主要用来制作桌面软件。

开始

去Github上下载ImGUI,把里面根目录的各个.cpp和.h都拿出来。在backends目录下还需要imgui_impl_dx12(DirectX12)那俩和imgui_impl_win32的。

链接器的附加依赖项要有d3d12.lib、d3dcompiler.lib、dxgi.lib。

然后模板直接抄example_win32_directx12就行…

main.h:

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#pragma once
#include "imconfig.h"
#include "imgui.h"
#include "imgui_impl_dx12.h"
#include "imgui_impl_win32.h"
#include "imgui_internal.h"
#include "imstb_rectpack.h"
#include "imstb_textedit.h"
#include "imstb_truetype.h"
#include <d3d12.h>
#include <dxgi1_4.h>
#pragma comment(lib,"d3d12.lib")

struct FrameContext{
ID3D12CommandAllocator* CommandAllocator;
UINT64 FenceValue;
};

main.cpp:

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#include "MyImGUI.h"
#include <tchar.h>

static CONST INT NUM_FRAMES_IN_FLIGHT = 3;
static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
static UINT g_frameIndex = 0;

static CONST INT NUM_BACK_BUFFERS = 3;
static ID3D12Device* g_pd3dDevice = nullptr;
static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = nullptr;
static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = nullptr;
static ID3D12CommandQueue* g_pd3dCommandQueue = nullptr;
static ID3D12GraphicsCommandList* g_pd3dCommandList = nullptr;
static ID3D12Fence* g_fence = nullptr;
static HANDLE g_fenceEvent = nullptr;
static UINT64 g_fenceLastSignaledValue = 0;
static IDXGISwapChain3* g_pSwapChain = nullptr;
static BOOL g_SwapChainOccluded = false;
static HANDLE g_hSwapChainWaitableObject = nullptr;
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};

bool CreateDeviceD3D(HWND hWnd);
VOID CleanupDeviceD3D(VOID);
VOID CreateRenderTarget(VOID);
VOID CleanupRenderTarget(VOID);
VOID WaitForLastSubmittedFrame(VOID);
FrameContext* WaitForNextFrameResources();

extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);

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 != nullptr && wParam != SIZE_MINIMIZED) {
WaitForLastSubmittedFrame();
CleanupRenderTarget();
HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
assert(SUCCEEDED(result) && "Failed to resize swapchain.");
CreateRenderTarget();
};
return 0;
};
case WM_SYSCOMMAND: {
if ((wParam & 0xfff0) == SC_KEYMENU)
return 0;
break;
};
case WM_DESTROY: {
::PostQuitMessage(0);
return 0;
};
};
return ::DefWindowProcW(hWnd, msg, wParam, lParam);
};

INT _tmain(INT argc, _TCHAR argv[]) {
WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, TEXT("ImGui Example"), nullptr };
::RegisterClassExW(&wc);
HWND hwnd = ::CreateWindowW(wc.lpszClassName, TEXT("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
if (!CreateDeviceD3D(hwnd)) {
CleanupDeviceD3D();
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
return 1;
};
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (VOID)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
ImGui::StyleColorsDark();
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\msyh.ttc", 25.0f, nullptr, io.Fonts->GetGlyphRangesChineseFull()); //微软雅黑
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
BOOL done = FALSE;
while (!done) {
MSG msg;
while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) {
::TranslateMessage(&msg);
::DispatchMessage(&msg);
if (msg.message == WM_QUIT)
done = TRUE;
};
if (done)
break;
if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) {
::Sleep(10);
continue;
};
g_SwapChainOccluded = FALSE;
ImGui_ImplDX12_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();

//在这里写你的代码

ImGui::Render();
FrameContext* frameCtx = WaitForNextFrameResources();
UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
frameCtx->CommandAllocator->Reset();
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
g_pd3dCommandList->Reset(frameCtx->CommandAllocator, nullptr);
g_pd3dCommandList->ResourceBarrier(1, &barrier);
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_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, nullptr);
g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, nullptr);
g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
g_pd3dCommandList->ResourceBarrier(1, &barrier);
g_pd3dCommandList->Close();
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList * CONST*) & g_pd3dCommandList);
HRESULT hr = g_pSwapChain->Present(1, 0);
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
UINT64 fenceValue = g_fenceLastSignaledValue + 1;
g_pd3dCommandQueue->Signal(g_fence, fenceValue);
g_fenceLastSignaledValue = fenceValue;
frameCtx->FenceValue = fenceValue;
};
WaitForLastSubmittedFrame();
ImGui_ImplDX12_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
::DestroyWindow(hwnd);
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
return 0;
};
bool CreateDeviceD3D(HWND hWnd) {
DXGI_SWAP_CHAIN_DESC1 sd;
{
::ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = NUM_BACK_BUFFERS;
sd.Width = 0;
sd.Height = 0;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
sd.Scaling = DXGI_SCALING_STRETCH;
sd.Stereo = FALSE;
};
#ifdef DX12_ENABLE_DEBUG_LAYER
ID3D12Debug* pdx12Debug = nullptr;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
pdx12Debug->EnableDebugLayer();
#endif
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
if (D3D12CreateDevice(nullptr, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
return FALSE;
#ifdef DX12_ENABLE_DEBUG_LAYER
if (pdx12Debug != nullptr) {
ID3D12InfoQueue* pInfoQueue = nullptr;
g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE);
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE);
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE);
pInfoQueue->Release();
pdx12Debug->Release();
};
#endif
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
desc.NumDescriptors = NUM_BACK_BUFFERS;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
return FALSE;
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) {
g_mainRenderTargetDescriptor[i] = rtvHandle;
rtvHandle.ptr += rtvDescriptorSize;
};
};
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = 1;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
return FALSE;
};
{
D3D12_COMMAND_QUEUE_DESC desc = {};
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
desc.NodeMask = 1;
if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
return FALSE;
};
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
return FALSE;
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, nullptr, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK || g_pd3dCommandList->Close() != S_OK)
return FALSE;
if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
return FALSE;
g_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
if (g_fenceEvent == nullptr)
return FALSE;
{
IDXGIFactory4* dxgiFactory = nullptr;
IDXGISwapChain1* swapChain1 = nullptr;
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
return FALSE;
if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, nullptr, nullptr, &swapChain1) != S_OK)
return FALSE;
if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
return FALSE;
swapChain1->Release();
dxgiFactory->Release();
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
};
CreateRenderTarget();
return TRUE;
};
VOID CleanupDeviceD3D(VOID) {
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(FALSE, nullptr); g_pSwapChain->Release(); g_pSwapChain = nullptr; }
if (g_hSwapChainWaitableObject != nullptr)
CloseHandle(g_hSwapChainWaitableObject);
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
if (g_frameContext[i].CommandAllocator) {
g_frameContext[i].CommandAllocator->Release();
g_frameContext[i].CommandAllocator = nullptr;
};
if (g_pd3dCommandQueue) {
g_pd3dCommandQueue->Release();
g_pd3dCommandQueue = nullptr;
};
if (g_pd3dCommandList) {
g_pd3dCommandList->Release();
g_pd3dCommandList = nullptr;
};
if (g_pd3dRtvDescHeap) {
g_pd3dRtvDescHeap->Release();
g_pd3dRtvDescHeap = nullptr;
};
if (g_pd3dSrvDescHeap) {
g_pd3dSrvDescHeap->Release();
g_pd3dSrvDescHeap = nullptr;
};
if (g_fence) {
g_fence->Release();
g_fence = nullptr;
};
if (g_fenceEvent) {
CloseHandle(g_fenceEvent);
g_fenceEvent = nullptr;
};
if (g_pd3dDevice) {
g_pd3dDevice->Release();
g_pd3dDevice = nullptr;
};
#ifdef DX12_ENABLE_DEBUG_LAYER
IDXGIDebug1* pDebug = nullptr;
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug)))) {
pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
pDebug->Release();
};
#endif
return;
};
VOID CreateRenderTarget(VOID) {
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) {
ID3D12Resource* pBackBuffer = nullptr;
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, g_mainRenderTargetDescriptor[i]);
g_mainRenderTargetResource[i] = pBackBuffer;
};
return;
};
VOID CleanupRenderTarget(VOID) {
WaitForLastSubmittedFrame();
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
if (g_mainRenderTargetResource[i]) {
g_mainRenderTargetResource[i]->Release();
g_mainRenderTargetResource[i] = nullptr;
};
return;
};
VOID WaitForLastSubmittedFrame(VOID) {
FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtx->FenceValue;
if (fenceValue == 0)
return;
frameCtx->FenceValue = 0;
if (g_fence->GetCompletedValue() >= fenceValue)
return;
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
WaitForSingleObject(g_fenceEvent, INFINITE);
return;
};
FrameContext* WaitForNextFrameResources(VOID) {
UINT nextFrameIndex = g_frameIndex + 1;
g_frameIndex = nextFrameIndex;
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, nullptr };
DWORD numWaitableObjects = 1;
FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtx->FenceValue;
if (fenceValue != 0) {
frameCtx->FenceValue = 0;
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
waitableObjects[1] = g_fenceEvent;
numWaitableObjects = 2;
};
WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
return frameCtx;
};

窗口基础

最基本的代码结构:

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ImGui::Begin(u8"ImGui菜单"); //窗口名称 第二个布尔参数控制右上角是否有关闭按钮
//这里是
ImGui::End();

窗口有很多设置属性,这里演示一个,没有折叠条:

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ImGui::Begin(u8"ImGui菜单", NULL, ImGuiWindowFlags_NoCollapse);

例如单窗口模式:

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static bool windows_open = TRUE;
if (windows_open == TRUE) //该窗口是否是开着的
ImGui::Begin(u8"ImGui菜单",&windows_open); //绘制
else
return 0; //不开直接退出
ImGui::End();

要注意Windows编程中BOOL是对int的封装,真正的还是要bool类型。

字体的话在_tmain函数中这一行设置,这里用的微软雅黑,字号25.0f:

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ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\msyh.ttc", 25.0f, nullptr, io.Fonts->GetGlyphRangesChineseFull());

上面那个代码默认Dark主题,设置方法:

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ImGui::StyleColorsDark();
ImGui::StyleColorsLight();
ImGui::StyleColorsClassic();

控件

详细说明已经写在imgui.h中了,自己翻着看。

Text

文本控件。

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ImGui::Text(u8"你好世界");
ImGui::SameLine(); //上面那个不换行
ImGui::TextColored(ImColor(0,245,255,255),u8"你好世界"); //RGBA
ImGui::BulletText(u8"你好世界"); //前面加个点

Button

按钮控件。

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ImGui::Button(u8"测试",imVec2()); //大小不填默认 返回BOOL是否按下
ImGui::Button(u8"测试",imVec2(40,40));
ImGui::SmallButton(u8"测试");

实现触发:

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if (ImGui::Button(u8"测试"))
::MessageBox(NULL, TEXT("123"), TEXT("asdf"), NULL);

Checkbox

复选框。

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static bool test = FALSE; 
ImGui::Checkbox(u8"复选框", &test);
if (test) {
//选中就一直做什么
};

RadioButton

单选框。

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static INT a = 0;
ImGui::RadioButton(u8"0", &a, 0);
ImGui::RadioButton(u8"1", &a, 1);
ImGui::RadioButton(u8"2", &a, 2);
if (a == 0)
cout << 0 << endl;
if (a == 1)
cout << 1 << endl;
if (a == 2)
cout << 2 << endl;

DragFloat

滑动条,不如SliderFloat好使。

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static FLOAT b= 0.0f;
ImGui::DragFloat(u8"滑动条", &b, 0.0f, 0.0f, 10.0f); //一般步长为0 范围0.0f到10.0f之间

SliderFloat

浮动条。

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static FLOAT b= 0.0f;
ImGui::SliderFloat(u8"浮动条", &b, 0.0f, 10.0f); //范围0.0f到10.0f之间
cout << b << endl;

InputText

输入框。

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static CHAR buffer[1024];
ImGui::InputText(u8"输入框", buffer, sizeof(buffer)); //最大长度为buffer长度 一个汉字4字节