pidjan
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Автор темы
- #1
Сделал обычную программу на ImGui, открывается консоль на 1-2 секунды и закрывается. В итоге нашел что код крашится после
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);
Проект билдил в Release x86 и Debug x86, различий нету. Все библиотеки стоят. Directx sdk подключен.
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);
Проект билдил в Release x86 и Debug x86, различий нету. Все библиотеки стоят. Directx sdk подключен.
Код:
#include "./imgui/imgui.h"
#include "./imgui/imgui_impl_dx9.h"
#include "./imgui/imgui_impl_win32.h"
#include <d3d9.h>
#include <tchar.h>
#include <iostream>
#include <chrono>
#include <thread>
static LPDIRECT3D9 g_pD3D = NULL;
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static D3DPRESENT_PARAMETERS g_d3dpp = {};
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void ResetDevice();
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
int main(int, char**)
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, NULL, NULL, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("class001"), NULL };
::RegisterClassEx(&wc);
HWND hwnd = ::CreateWindow(NULL, "class001", WS_POPUP, 100, 100, 600, 500, NULL, NULL, wc.hInstance, NULL);
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
::UnregisterClass(wc.lpszClassName, wc.hInstance);
//return 1;
}
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
//IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);
ImGui::StyleColorsDark();
ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\seguisb.ttf", 14.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
IM_ASSERT(font != NULL);
// Our state
constexpr int WIDTH = 500;
constexpr int HEIGHT = 300;
// Main loop
bool isRunning = true;
while (isRunning)
{
MSG message;
while (PeekMessage(&message, 0, 0, 0, PM_REMOVE))
{
TranslateMessage(&message);
DispatchMessage(&message);
if (message.message == WM_QUIT)
{
isRunning = !isRunning;
break;
}
}
// Start the Dear ImGui frame
ImGui_ImplDX9_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
ImGui::SetNextWindowPos({ 0, 0 });
ImGui::SetNextWindowSize({ WIDTH, HEIGHT });
ImGui::Begin("123", &isRunning, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoMove);
ImGui::Text("Hi");
ImGui::End();
ImGui::EndFrame();
std::this_thread::sleep_for(std::chrono::milliseconds(5));
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
g_pd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(0, 0, 0, 255), 1.0f, 0);
if (g_pd3dDevice->BeginScene() >= 0)
{
ImGui::Render();
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
g_pd3dDevice->EndScene();
}
const auto result = g_pd3dDevice->Present(0, 0, 0, 0);
// 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);
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
return false;
// Create the D3DDevice
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
g_d3dpp.Windowed = TRUE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
return false;
return true;
}
void CleanupDeviceD3D()
{
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
}
void ResetDevice()
{
ImGui_ImplDX9_InvalidateDeviceObjects();
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
if (hr == D3DERR_INVALIDCALL)
IM_ASSERT(0);
ImGui_ImplDX9_CreateDeviceObjects();
}
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Win32 message handler
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
g_d3dpp.BackBufferWidth = LOWORD(lParam);
g_d3dpp.BackBufferHeight = HIWORD(lParam);
ResetDevice();
}
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 ::DefWindowProc(hWnd, msg, wParam, lParam);
}