Examples: DirectX9 example cleanup to match DirectX11 structure.
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@ -180,7 +180,7 @@ LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM
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return 0;
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}
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static void ImGui_ImplDX11_InitFontsTexture()
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static void ImGui_ImplDX11_CreateFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -359,7 +359,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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return false;
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}
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ImGui_ImplDX11_InitFontsTexture();
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ImGui_ImplDX11_CreateFontsTexture();
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return true;
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}
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@ -13,7 +13,6 @@
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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 bool g_FontTextureLoaded = false;
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static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
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static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
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@ -145,37 +144,6 @@ LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM
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return 0;
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}
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void ImGui_ImplDX9_InitFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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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 DX9 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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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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g_FontTextureLoaded = true;
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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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@ -214,6 +182,56 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
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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 void ImGui_ImplDX9_CreateFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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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 DX9 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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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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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 (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
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return false;
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ImGui_ImplDX9_CreateFontsTexture();
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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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@ -230,28 +248,10 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
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}
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}
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void ImGui_ImplDX9_CreateDeviceObjects()
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{
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if (!g_pd3dDevice)
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return;
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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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return;
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ImGui_ImplDX9_InitFontsTexture();
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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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void ImGui_ImplDX9_NewFrame()
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{
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if (!g_FontTextureLoaded)
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ImGui_ImplDX9_InitFontsTexture();
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if (!g_pVB)
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ImGui_ImplDX9_CreateDeviceObjects();
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ImGuiIO& io = ImGui::GetIO();
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@ -4,13 +4,12 @@
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struct IDirect3DDevice9;
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bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device);
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void ImGui_ImplDX9_InitFontsTexture();
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void ImGui_ImplDX9_Shutdown();
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void ImGui_ImplDX9_NewFrame();
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// Use if you want to reset your rendering device without losing ImGui state.
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void ImGui_ImplDX9_InvalidateDeviceObjects();
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void ImGui_ImplDX9_CreateDeviceObjects();
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bool ImGui_ImplDX9_CreateDeviceObjects();
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// Handler for Win32 messages, update mouse/keyboard data.
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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@ -75,7 +75,6 @@ int main(int argc, char** argv)
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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", 18.0f, io.Fonts->GetGlyphRangesJapanese());
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ImGui_ImplDX9_InitFontsTexture();
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ShowWindow(hwnd, SW_SHOWDEFAULT);
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UpdateWindow(hwnd);
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