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			374 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			374 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// ImGui - standalone example application for DirectX 9
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#include <windows.h>
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#include "../../imgui.h"
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// DirectX 9
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#include <d3dx9.h>
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#define DIRECTINPUT_VERSION 0x0800
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#include <dinput.h>
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#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strdup
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static HWND                    hWnd;
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static LPDIRECT3D9             g_pD3D = NULL;       // Used to create the D3DDevice
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static LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
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static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;        // Buffer to hold vertices
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struct CUSTOMVERTEX
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{
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    D3DXVECTOR3 pos;
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    D3DCOLOR    col;
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    D3DXVECTOR2 uv;
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};
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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{
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    size_t total_vtx_count = 0;
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    for (int n = 0; n < cmd_lists_count; n++)
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        total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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    if (total_vtx_count == 0)
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        return;
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    // Copy and convert all vertices into a single contiguous buffer
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    CUSTOMVERTEX* vtx_dst;
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    if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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        return;
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    for (int n = 0; n < cmd_lists_count; n++)
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    {
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        const ImDrawList* cmd_list = cmd_lists[n];
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        const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
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        for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
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        {
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            vtx_dst->pos.x = vtx_src->pos.x;
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            vtx_dst->pos.y = vtx_src->pos.y;
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            vtx_dst->pos.z = 0.0f;
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            vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16);     // RGBA --> ARGB for DirectX9
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            vtx_dst->uv.x = vtx_src->uv.x;
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            vtx_dst->uv.y = vtx_src->uv.y;
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            vtx_dst++;
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            vtx_src++;
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        }
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    }
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    g_pVB->Unlock();
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    g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
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    g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
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    // Setup render state: alpha-blending, no face culling, no depth testing
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    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
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    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
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    g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
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    g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
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    g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
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    g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
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    g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
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    g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
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    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
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    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
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    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
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    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
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    // Setup orthographic projection matrix
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    D3DXMATRIXA16 mat;
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    D3DXMatrixIdentity(&mat);
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    g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
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    g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
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    D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
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    g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
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    // Render command lists
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    int vtx_offset = 0;
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    for (int n = 0; n < cmd_lists_count; n++)
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    {
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        // Render command list
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        const ImDrawList* cmd_list = cmd_lists[n];
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        for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
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        {
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            const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
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            const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
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            g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
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            g_pd3dDevice->SetScissorRect(&r);
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            g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
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            vtx_offset += pcmd->vtx_count;
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        }
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    }
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}
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HRESULT InitDeviceD3D(HWND hWnd)
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{
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    if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
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        return E_FAIL;
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    D3DPRESENT_PARAMETERS d3dpp;
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    ZeroMemory(&d3dpp, sizeof(d3dpp));
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    d3dpp.Windowed = TRUE;
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    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
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    d3dpp.EnableAutoDepthStencil = TRUE;
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    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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    d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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    // Create the D3DDevice
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    if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
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        return E_FAIL;
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    return S_OK;
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}
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void CleanupDevice()
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{
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    // InitImGui
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    if (g_pVB) g_pVB->Release();
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    // InitDeviceD3D
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    if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
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        tex->Release();
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    if (g_pd3dDevice) g_pd3dDevice->Release();
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    if (g_pD3D) g_pD3D->Release();
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}
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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    ImGuiIO& io = ImGui::GetIO();
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    switch (msg)
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    {
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    case WM_LBUTTONDOWN:
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        io.MouseDown[0] = true;
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        return true;
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    case WM_LBUTTONUP:
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        io.MouseDown[0] = false; 
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        return true;
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    case WM_RBUTTONDOWN:
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        io.MouseDown[1] = true; 
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        return true;
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    case WM_RBUTTONUP:
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        io.MouseDown[1] = false; 
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        return true;
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    case WM_MOUSEWHEEL:
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        io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
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        return true;
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    case WM_MOUSEMOVE:
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        // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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        io.MousePos.x = (signed short)(lParam);
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        io.MousePos.y = (signed short)(lParam >> 16); 
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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 > 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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        CleanupDevice();
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        PostQuitMessage(0);
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        return 0;
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    }
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    return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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void LoadFontsTexture()
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{
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    // Load one or more font
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    ImGuiIO& io = ImGui::GetIO();
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    //ImFont* my_font1 = io.Fonts->AddFontDefault();
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    //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
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    //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
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    //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
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    //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
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    // Build
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    unsigned char* pixels;
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    int width, height, bytes_per_pixel;
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    io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
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    // Create texture
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    LPDIRECT3DTEXTURE9 pTexture = NULL;
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    if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
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    {
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        IM_ASSERT(0);
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        return;
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    }
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    // Copy pixels
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    D3DLOCKED_RECT tex_locked_rect;
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    if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) 
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    {	
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        IM_ASSERT(0); 
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        return; 
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    }
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    for (int y = 0; y < height; y++)
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        memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
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    pTexture->UnlockRect(0);
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    // Store our identifier
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    io.Fonts->TexID = (void *)pTexture;
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}
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void InitImGui()
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{
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    RECT rect;
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    GetClientRect(hWnd, &rect);
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    int display_w = (int)(rect.right - rect.left);
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    int display_h = (int)(rect.bottom - rect.top);
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    ImGuiIO& io = ImGui::GetIO();
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    io.DisplaySize = ImVec2((float)display_w, (float)display_h);   // Display size, in pixels. For clamping windows positions.
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    io.DeltaTime = 1.0f/60.0f;                                     // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
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    io.KeyMap[ImGuiKey_Tab] = VK_TAB;                              // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
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    io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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    io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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    io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
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    io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
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    io.KeyMap[ImGuiKey_Home] = VK_HOME;
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    io.KeyMap[ImGuiKey_End] = VK_END;
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    io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
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    io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
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    io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
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    io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
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    io.KeyMap[ImGuiKey_A] = 'A';
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    io.KeyMap[ImGuiKey_C] = 'C';
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    io.KeyMap[ImGuiKey_V] = 'V';
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    io.KeyMap[ImGuiKey_X] = 'X';
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    io.KeyMap[ImGuiKey_Y] = 'Y';
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    io.KeyMap[ImGuiKey_Z] = 'Z';
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    io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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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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    {
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        IM_ASSERT(0);
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        return;
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    }
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    LoadFontsTexture();
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}
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INT64 ticks_per_second = 0;
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INT64 last_time = 0;
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void UpdateImGui()
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{
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    ImGuiIO& io = ImGui::GetIO();
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    // Setup time step
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    INT64 current_time;
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    QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); 
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    io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
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    last_time = current_time;
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    // Setup inputs
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    // (we already got mouse position, buttons, wheel from the window message callback)
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    BYTE keystate[256];
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    GetKeyboardState(keystate);
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    for (int i = 0; i < 256; i++)
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        io.KeysDown[i] = (keystate[i] & 0x80) != 0;
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    io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
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    io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
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    // io.MousePos : filled by WM_MOUSEMOVE event
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    // io.MouseDown : filled by WM_*BUTTON* events
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    // io.MouseWheel : filled by WM_MOUSEWHEEL events
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    // Start the frame
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    ImGui::NewFrame();
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}
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int main(int argc, char** argv)
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{
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    // Register the window class
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    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
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    RegisterClassEx(&wc);
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    // Create the application's window
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    hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
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    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
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        return 1;
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    if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
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        return 1;
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    // Initialize Direct3D
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    if (InitDeviceD3D(hWnd) < 0)
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    {
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        CleanupDevice();
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        UnregisterClass(L"ImGui Example", wc.hInstance);
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        return 1;
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    }
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    // Show the window
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    ShowWindow(hWnd, SW_SHOWDEFAULT);
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    UpdateWindow(hWnd);
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    InitImGui();
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    bool show_test_window = true;
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    bool show_another_window = false;
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    ImVec4 clear_col = ImColor(114, 144, 154);
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    // Enter the message loop
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    MSG msg;
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    ZeroMemory(&msg, sizeof(msg));
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    while (msg.message != WM_QUIT)
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    {
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        if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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        {
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            TranslateMessage(&msg);
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            DispatchMessage(&msg);
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            continue;
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        }
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        UpdateImGui();
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        // 1. Show a simple window
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        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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        {
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            static float f;
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            ImGui::Text("Hello, world!");
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            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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            ImGui::ColorEdit3("clear color", (float*)&clear_col);
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            if (ImGui::Button("Test Window")) show_test_window ^= 1;
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            if (ImGui::Button("Another Window")) show_another_window ^= 1;
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            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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        }
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        // 2. Show another simple window, this time using an explicit Begin/End pair
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        if (show_another_window)
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        {
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            ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
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            ImGui::Text("Hello");
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            ImGui::End();
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        }
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        // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
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        if (show_test_window)
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        {
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            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
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            ImGui::ShowTestWindow(&show_test_window);
 | 
						|
        }
 | 
						|
 | 
						|
        // Rendering
 | 
						|
        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_col.x*255.0f), (int)(clear_col.y*255.0f), (int)(clear_col.z*255.0f), (int)(clear_col.w*255.0f));
 | 
						|
        g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
 | 
						|
        if (g_pd3dDevice->BeginScene() >= 0)
 | 
						|
        {
 | 
						|
            ImGui::Render();
 | 
						|
            g_pd3dDevice->EndScene();
 | 
						|
        }
 | 
						|
        g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
 | 
						|
    }
 | 
						|
 | 
						|
    ImGui::Shutdown();
 | 
						|
 | 
						|
    UnregisterClass(L"ImGui Example", wc.hInstance);
 | 
						|
    return 0;
 | 
						|
}
 |