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OpenGL/DirectX examples: support for international text input in UTF-8 + implement ImeSetInputScreenPosFn on Windows.
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@@ -1,4 +1,5 @@
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#include <windows.h>
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#include <imm.h>
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#include <mmsystem.h>
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#include <d3dx9.h>
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#define DIRECTINPUT_VERSION 0x0800
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@@ -163,8 +164,8 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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return true;
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case WM_CHAR:
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if (wParam > 1 && wParam < 256)
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io.AddInputCharacter((char)wParam);
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if (wParam > 0 && wParam < 0x10000)
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io.AddInputCharacter((unsigned short)wParam);
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return true;
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case WM_DESTROY:
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{
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@@ -176,6 +177,19 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
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static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
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{
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if (HIMC himc = ImmGetContext(hWnd))
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{
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COMPOSITIONFORM cf;
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cf.ptCurrentPos.x = x;
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cf.ptCurrentPos.y = y;
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cf.dwStyle = CFS_FORCE_POSITION;
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ImmSetCompositionWindow(himc, &cf);
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}
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}
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void InitImGui()
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{
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RECT rect;
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@@ -204,6 +218,7 @@ void InitImGui()
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
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// Create the vertex buffer
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if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
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