// Standalone CSV Editor using ImGui + DirectX 9 #include "imgui.h" #include "imgui_impl_dx9.h" #include "imgui_impl_win32.h" #include #include #include #include #include "rapidcsv.h" // Structs struct Cell { std::string uniqueId; std::string value; }; // Data static LPDIRECT3D9 g_pD3D = nullptr; static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr; static UINT g_ResizeWidth = 0, g_ResizeHeight = 0; static D3DPRESENT_PARAMETERS g_d3dpp = {}; //member function std::vector getCSVHeader(); std::vector> getCSVData(); // Forward declarations of helper functions bool CreateDeviceD3D(HWND hWnd); void CleanupDeviceD3D(); void ResetDevice(); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Main code int main(int, char**) { // Create application window //ImGui_ImplWin32_EnableDpiAwareness(); std::vector headers = getCSVHeader(); std::vector> data = getCSVData(); 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; } // 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 style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); // Setup Platform/Renderer backends ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX9_Init(g_pd3dDevice); 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, 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(); } // Start the Dear ImGui frame ImGui_ImplDX9_NewFrame(); ImGui_ImplWin32_NewFrame(); ImGui::NewFrame(); ImGui::SetNextWindowPos(ImGui::GetMainViewport()->Pos); ImGui::SetNextWindowSize(ImGui::GetMainViewport()->Size); static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_Resizable; if (ImGui::Begin("CSV Editor")) { if (ImGui::BeginTable("table1", headers.size(), flags)) { for (const auto& header : headers) { //std::cout << header << std::endl; ImGui::TableSetupColumn(header.c_str(), ImGuiTableColumnFlags_WidthFixed); } ImGui::TableHeadersRow(); for (size_t i = 0; i < data.size(); i++) { ImGui::TableNextRow(); for (size_t j = 0; j < data[i].size(); j++) { //ImGui::TableNextColumn(); ImGui::Text(data[i][j].value.c_str()); ImGui::TableSetColumnIndex(j); ImGui::PushID(data[i][j].uniqueId.c_str()); //char value[] = data[i][j].value.c_str(); char* value = &data[i][j].value[0]; //ImGui::InputText("Rdi", &data[i][j].value, Im); //std::string value = data[i][j].value; ImGui::InputText("##image_path", value, data[i][j].value.size()*100, ImGuiInputTextFlags_None); ImGui::PopID(); } } /*for (int row = 0; row < 3; row++) { ImGui::TableNextRow(); ImGui::TableNextColumn(); ImGui::Text("Oh dear"); ImGui::TableNextColumn(); ImGui::Text("Oh dear"); ImGui::TableNextColumn(); ImGui::Text("Oh dear"); }*/ ImGui::EndTable(); } } 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); return 0; } std::vector getCSVHeader() { rapidcsv::Document doc("simple.csv"); // Get headers std::vector headers = doc.GetColumnNames(); // Print headers for (const auto& header : headers) { std::cout << header << std::endl; } return headers; } std::vector> getCSVData() { rapidcsv::Document doc("simple.csv"); std::vector> values; for (size_t row = 0; row < doc.GetRowCount(); row++) { std::vector rowValues; for (size_t col = 0; col < doc.GetColumnCount(); col++) { Cell cell; cell.uniqueId = std::to_string(row) + "-" + std::to_string(col); cell.value = doc.GetCell(col, row); rowValues.push_back(cell); } values.push_back(rowValues); } return values; } // Helper functions bool CreateDeviceD3D(HWND hWnd) { 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; return true; } void CleanupDeviceD3D() { 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(); } // 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 (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); }