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	Missing support Vulkan (#549), Apple (#575, #247), SDL (#58, #356), Allegro, Marmalade (#368, #375)
		
			
				
	
	
		
			367 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			367 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// ImGui Win32 + DirectX9 binding
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// In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#include <imgui.h>
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#include "imgui_impl_dx9.h"
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// DirectX
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#include <d3d9.h>
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#define DIRECTINPUT_VERSION 0x0800
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#include <dinput.h>
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// Data
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static HWND                     g_hWnd = 0;
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static INT64                    g_Time = 0;
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static INT64                    g_TicksPerSecond = 0;
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static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL;
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static LPDIRECT3DVERTEXBUFFER9  g_pVB = NULL;
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static LPDIRECT3DINDEXBUFFER9   g_pIB = NULL;
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static LPDIRECT3DTEXTURE9       g_FontTexture = NULL;
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static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
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struct CUSTOMVERTEX
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{
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    float    pos[3];
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    D3DCOLOR col;
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    float    uv[2];
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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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void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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{
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    // Avoid rendering when minimized
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    ImGuiIO& io = ImGui::GetIO();
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    if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f)
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        return;
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    // Create and grow buffers if needed
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    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
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    {
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        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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        g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
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        if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
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            return;
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    }
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    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
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    {
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        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
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        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
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        if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
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            return;
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    }
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    // Backup the DX9 state
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    IDirect3DStateBlock9* d3d9_state_block = NULL;
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    if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 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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    ImDrawIdx* idx_dst;
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    if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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        return;
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    if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
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        return;
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    for (int n = 0; n < draw_data->CmdListsCount; n++)
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    {
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        const ImDrawList* cmd_list = draw_data->CmdLists[n];
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        const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
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        for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
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        {
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            vtx_dst->pos[0] = vtx_src->pos.x;
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            vtx_dst->pos[1] = vtx_src->pos.y;
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            vtx_dst->pos[2] = 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[0] = vtx_src->uv.x;
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            vtx_dst->uv[1] = vtx_src->uv.y;
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            vtx_dst++;
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            vtx_src++;
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        }
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        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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        idx_dst += cmd_list->IdxBuffer.Size;
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    }
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    g_pVB->Unlock();
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    g_pIB->Unlock();
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    g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
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    g_pd3dDevice->SetIndices(g_pIB);
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    g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
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    // Setup viewport
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    D3DVIEWPORT9 vp;
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    vp.X = vp.Y = 0;
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    vp.Width = (DWORD)io.DisplaySize.x;
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    vp.Height = (DWORD)io.DisplaySize.y;
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    vp.MinZ = 0.0f;
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    vp.MaxZ = 1.0f;
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    g_pd3dDevice->SetViewport(&vp);
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    // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
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    g_pd3dDevice->SetPixelShader(NULL);
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    g_pd3dDevice->SetVertexShader(NULL);
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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_ALPHATESTENABLE, false);
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    g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
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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_MODULATE);
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    g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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    g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, 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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    // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
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    {
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        const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f;
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        D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f,  0.0f, 1.0f, 0.0f, 0.0f,  0.0f, 0.0f, 1.0f, 0.0f,  0.0f, 0.0f, 0.0f, 1.0f } };
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        D3DMATRIX mat_projection =
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        {
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            2.0f/(R-L),   0.0f,         0.0f,  0.0f,
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            0.0f,         2.0f/(T-B),   0.0f,  0.0f,
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            0.0f,         0.0f,         0.5f,  0.0f,
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            (L+R)/(L-R),  (T+B)/(B-T),  0.5f,  1.0f,
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        };
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        g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
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        g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
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        g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
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    }
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    // Render command lists
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    int vtx_offset = 0;
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    int idx_offset = 0;
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    for (int n = 0; n < draw_data->CmdListsCount; n++)
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    {
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        const ImDrawList* cmd_list = draw_data->CmdLists[n];
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        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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        {
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            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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            if (pcmd->UserCallback)
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            {
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                pcmd->UserCallback(cmd_list, pcmd);
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            }
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            else
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            {
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                const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
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                g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
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                g_pd3dDevice->SetScissorRect(&r);
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                g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
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            }
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            idx_offset += pcmd->ElemCount;
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        }
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        vtx_offset += cmd_list->VtxBuffer.Size;
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    }
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    // Restore the DX9 state
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    d3d9_state_block->Apply();
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    d3d9_state_block->Release();
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}
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IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(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_MBUTTONDOWN:
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        io.MouseDown[2] = true;
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        return true;
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    case WM_MBUTTONUP:
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        io.MouseDown[2] = 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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        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_KEYDOWN:
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        if (wParam < 256)
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            io.KeysDown[wParam] = 1;
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        return true;
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    case WM_KEYUP:
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        if (wParam < 256)
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            io.KeysDown[wParam] = 0;
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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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    }
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    return 0;
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}
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bool    ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
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{
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    g_hWnd = (HWND)hwnd;
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    g_pd3dDevice = device;
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    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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        return false;
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    if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
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        return false;
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    ImGuiIO& io = ImGui::GetIO();
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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_DOWN;
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    io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
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    io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
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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 = ImGui_ImplDX9_RenderDrawLists;   // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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    io.ImeWindowHandle = g_hWnd;
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    return true;
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}
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void ImGui_ImplDX9_Shutdown()
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{
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    ImGui_ImplDX9_InvalidateDeviceObjects();
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    ImGui::Shutdown();
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    g_pd3dDevice = NULL;
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    g_hWnd = 0;
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}
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static bool ImGui_ImplDX9_CreateFontsTexture()
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{
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    // Build texture atlas
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    ImGuiIO& io = ImGui::GetIO();
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    unsigned char* pixels;
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    int width, height, bytes_per_pixel;
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    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
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    // Upload texture to graphics system
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    g_FontTexture = NULL;
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    if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
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        return false;
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    D3DLOCKED_RECT tex_locked_rect;
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    if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
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        return false;
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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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    g_FontTexture->UnlockRect(0);
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    // Store our identifier
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    io.Fonts->TexID = (void *)g_FontTexture;
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    return true;
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}
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bool ImGui_ImplDX9_CreateDeviceObjects()
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{
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    if (!g_pd3dDevice)
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        return false;
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    if (!ImGui_ImplDX9_CreateFontsTexture())
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        return false;
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    return true;
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}
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void ImGui_ImplDX9_InvalidateDeviceObjects()
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{
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    if (!g_pd3dDevice)
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        return;
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    if (g_pVB)
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    {
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        g_pVB->Release();
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        g_pVB = NULL;
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    }
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    if (g_pIB)
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    {
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        g_pIB->Release();
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        g_pIB = NULL;
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    }
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    // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
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    ImGuiIO& io = ImGui::GetIO();
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    IM_ASSERT(g_FontTexture == io.Fonts->TexID);
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    if (g_FontTexture)
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        g_FontTexture->Release();
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    g_FontTexture = NULL;
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    io.Fonts->TexID = NULL;
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}
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void ImGui_ImplDX9_NewFrame()
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{
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    if (!g_FontTexture)
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        ImGui_ImplDX9_CreateDeviceObjects();
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    ImGuiIO& io = ImGui::GetIO();
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    // Setup display size (every frame to accommodate for window resizing)
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    RECT rect;
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    GetClientRect(g_hWnd, &rect);
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    io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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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 - g_Time) / g_TicksPerSecond;
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    g_Time = current_time;
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    // Read keyboard modifiers inputs
 | 
						|
    io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
 | 
						|
    io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
 | 
						|
    io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
 | 
						|
    io.KeySuper = false;
 | 
						|
    // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
 | 
						|
    // io.MousePos : filled by WM_MOUSEMOVE events
 | 
						|
    // io.MouseDown : filled by WM_*BUTTON* events
 | 
						|
    // io.MouseWheel : filled by WM_MOUSEWHEEL events
 | 
						|
 | 
						|
    // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
 | 
						|
    if (io.WantMoveMouse)
 | 
						|
    {
 | 
						|
        POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
 | 
						|
        ClientToScreen(g_hWnd, &pos);
 | 
						|
        SetCursorPos(pos.x, pos.y);
 | 
						|
    }
 | 
						|
 | 
						|
    // Hide OS mouse cursor if ImGui is drawing it
 | 
						|
    if (io.MouseDrawCursor)
 | 
						|
        SetCursor(NULL);
 | 
						|
 | 
						|
    // Start the frame
 | 
						|
    ImGui::NewFrame();
 | 
						|
}
 |