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// ImGui - standalone example application for DirectX 9
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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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# include "imgui.h"
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# include "imgui_impl_dx9.h"
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# include <d3d9.h>
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# define DIRECTINPUT_VERSION 0x0800
# include <dinput.h>
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# include <tchar.h>
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// Data
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL ;
static D3DPRESENT_PARAMETERS g_d3dpp ;
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extern LRESULT ImGui_ImplWin32_WndProcHandler ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
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LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam )
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{
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if ( ImGui_ImplWin32_WndProcHandler ( hWnd , msg , wParam , lParam ) )
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return true ;
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switch ( msg )
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{
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case WM_SIZE :
if ( g_pd3dDevice ! = NULL & & wParam ! = SIZE_MINIMIZED )
{
ImGui_ImplDX9_InvalidateDeviceObjects ( ) ;
g_d3dpp . BackBufferWidth = LOWORD ( lParam ) ;
g_d3dpp . BackBufferHeight = HIWORD ( lParam ) ;
HRESULT hr = g_pd3dDevice - > Reset ( & g_d3dpp ) ;
if ( hr = = D3DERR_INVALIDCALL )
IM_ASSERT ( 0 ) ;
ImGui_ImplDX9_CreateDeviceObjects ( ) ;
}
return 0 ;
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case WM_SYSCOMMAND :
if ( ( wParam & 0xfff0 ) = = SC_KEYMENU ) // Disable ALT application menu
return 0 ;
break ;
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case WM_DESTROY :
PostQuitMessage ( 0 ) ;
return 0 ;
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}
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return DefWindowProc ( hWnd , msg , wParam , lParam ) ;
}
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int main ( int , char * * )
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{
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// Create application window
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WNDCLASSEX wc = { sizeof ( WNDCLASSEX ) , CS_CLASSDC , WndProc , 0L , 0L , GetModuleHandle ( NULL ) , NULL , NULL , NULL , NULL , _T ( " ImGui Example " ) , NULL } ;
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RegisterClassEx ( & wc ) ;
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HWND hwnd = CreateWindow ( _T ( " ImGui Example " ) , _T ( " ImGui DirectX9 Example " ) , WS_OVERLAPPEDWINDOW , 100 , 100 , 1280 , 800 , NULL , NULL , wc . hInstance , NULL ) ;
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// Initialize Direct3D
LPDIRECT3D9 pD3D ;
if ( ( pD3D = Direct3DCreate9 ( D3D_SDK_VERSION ) ) = = NULL )
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{
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UnregisterClass ( _T ( " ImGui Example " ) , wc . hInstance ) ;
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return 0 ;
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}
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ZeroMemory ( & g_d3dpp , sizeof ( g_d3dpp ) ) ;
g_d3dpp . Windowed = TRUE ;
g_d3dpp . SwapEffect = D3DSWAPEFFECT_DISCARD ;
g_d3dpp . BackBufferFormat = D3DFMT_UNKNOWN ;
g_d3dpp . EnableAutoDepthStencil = TRUE ;
g_d3dpp . AutoDepthStencilFormat = D3DFMT_D16 ;
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g_d3dpp . PresentationInterval = D3DPRESENT_INTERVAL_ONE ; // Present with vsync
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
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// Create the D3DDevice
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if ( pD3D - > CreateDevice ( D3DADAPTER_DEFAULT , D3DDEVTYPE_HAL , hwnd , D3DCREATE_HARDWARE_VERTEXPROCESSING , & g_d3dpp , & g_pd3dDevice ) < 0 )
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{
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pD3D - > Release ( ) ;
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UnregisterClass ( _T ( " ImGui Example " ) , wc . hInstance ) ;
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return 0 ;
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}
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// Setup ImGui binding
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ImGui : : CreateContext ( ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
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ImGui_ImplDX9_Init ( hwnd , g_pd3dDevice ) ;
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//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
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// Setup style
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ImGui : : StyleColorsDark ( ) ;
//ImGui::StyleColorsClassic();
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'misc/fonts/README.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
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bool show_demo_window = true ;
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bool show_another_window = false ;
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ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
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// Main loop
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MSG msg ;
ZeroMemory ( & msg , sizeof ( msg ) ) ;
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ShowWindow ( hwnd , SW_SHOWDEFAULT ) ;
UpdateWindow ( hwnd ) ;
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while ( msg . message ! = WM_QUIT )
{
Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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// 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.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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if ( PeekMessage ( & msg , NULL , 0U , 0U , PM_REMOVE ) )
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{
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TranslateMessage ( & msg ) ;
DispatchMessage ( & msg ) ;
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continue ;
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}
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ImGui_ImplDX9_NewFrame ( ) ;
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Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)
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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 automatically appears in a window called "Debug".
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{
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static float f = 0.0f ;
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static int counter = 0 ;
ImGui : : Text ( " Hello, world! " ) ; // Display some text (you can use a format string too)
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ; // Edit 1 float using a slider from 0.0f to 1.0f
ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_color ) ; // Edit 3 floats representing a color
ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our windows open/close state
ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
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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. In most cases you will use an explicit Begin/End pair to name your windows.
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if ( show_another_window )
{
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ImGui : : Begin ( " Another Window " , & show_another_window ) ;
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ImGui : : Text ( " Hello from another window! " ) ;
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if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
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ImGui : : End ( ) ;
}
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
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if ( show_demo_window )
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{
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ImGui : : SetNextWindowPos ( ImVec2 ( 650 , 20 ) , ImGuiCond_FirstUseEver ) ; // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui : : ShowDemoWindow ( & show_demo_window ) ;
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}
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// Rendering
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ImGui : : EndFrame ( ) ;
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g_pd3dDevice - > SetRenderState ( D3DRS_ZENABLE , false ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_ALPHABLENDENABLE , false ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_SCISSORTESTENABLE , false ) ;
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D3DCOLOR clear_col_dx = D3DCOLOR_RGBA ( ( int ) ( clear_color . x * 255.0f ) , ( int ) ( clear_color . y * 255.0f ) , ( int ) ( clear_color . z * 255.0f ) , ( int ) ( clear_color . w * 255.0f ) ) ;
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g_pd3dDevice - > Clear ( 0 , NULL , D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER , clear_col_dx , 1.0f , 0 ) ;
if ( g_pd3dDevice - > BeginScene ( ) > = 0 )
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{
ImGui : : Render ( ) ;
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ImGui_ImplDX9_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
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g_pd3dDevice - > EndScene ( ) ;
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}
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HRESULT result = g_pd3dDevice - > Present ( NULL , NULL , NULL , NULL ) ;
// Handle loss of D3D9 device
if ( result = = D3DERR_DEVICELOST & & g_pd3dDevice - > TestCooperativeLevel ( ) = = D3DERR_DEVICENOTRESET )
{
ImGui_ImplDX9_InvalidateDeviceObjects ( ) ;
g_pd3dDevice - > Reset ( & g_d3dpp ) ;
ImGui_ImplDX9_CreateDeviceObjects ( ) ;
}
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}
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ImGui_ImplDX9_Shutdown ( ) ;
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ImGui : : DestroyContext ( ) ;
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if ( g_pd3dDevice ) g_pd3dDevice - > Release ( ) ;
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if ( pD3D ) pD3D - > Release ( ) ;
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UnregisterClass ( _T ( " ImGui Example " ) , wc . hInstance ) ;
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return 0 ;
}