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// Dear ImGui: standalone example application for DirectX 9
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
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# include "imgui.h"
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# include "imgui_impl_dx9.h"
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# include "imgui_impl_win32.h"
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# include <d3d9.h>
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# include <tchar.h>
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// Data
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static LPDIRECT3D9 g_pD3D = nullptr ;
static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr ;
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static UINT g_ResizeWidth = 0 , g_ResizeHeight = 0 ;
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static D3DPRESENT_PARAMETERS g_d3dpp = { } ;
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// Forward declarations of helper functions
bool CreateDeviceD3D ( HWND hWnd ) ;
void CleanupDeviceD3D ( ) ;
void ResetDevice ( ) ;
LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
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// Main code
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int main ( int , char * * )
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{
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEXW wc = { sizeof ( wc ) , CS_CLASSDC , WndProc , 0L , 0L , GetModuleHandle ( nullptr ) , nullptr , nullptr , nullptr , nullptr , L " ImGui Example " , nullptr } ;
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: : RegisterClassExW ( & wc ) ;
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HWND hwnd = : : CreateWindowW ( wc . lpszClassName , L " Dear ImGui DirectX9 Example " , WS_OVERLAPPEDWINDOW , 100 , 100 , 1280 , 800 , nullptr , nullptr , wc . hInstance , nullptr ) ;
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// Initialize Direct3D
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if ( ! CreateDeviceD3D ( hwnd ) )
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{
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CleanupDeviceD3D ( ) ;
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: : UnregisterClassW ( wc . lpszClassName , 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 ) ;
: : UpdateWindow ( hwnd ) ;
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION ( ) ;
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ImGui : : CreateContext ( ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
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io . ConfigFlags | = ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
io . ConfigFlags | = ImGuiConfigFlags_NavEnableGamepad ; // Enable Gamepad Controls
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// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_Init ( hwnd ) ;
ImGui_ImplDX9_Init ( g_pd3dDevice ) ;
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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.
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - 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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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' 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("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
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// Our state
bool show_demo_window = true ;
bool show_another_window = false ;
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
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// Main loop
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bool done = false ;
while ( ! done )
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{
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// Poll and handle messages (inputs, window resize, etc.)
// See the WndProc() function below for our to dispatch events to the Win32 backend.
MSG msg ;
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while ( : : PeekMessage ( & msg , nullptr , 0U , 0U , PM_REMOVE ) )
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{
: : TranslateMessage ( & msg ) ;
: : DispatchMessage ( & msg ) ;
if ( msg . message = = WM_QUIT )
done = true ;
}
if ( done )
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break ;
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// Handle window resize (we don't resize directly in the WM_SIZE handler)
if ( g_ResizeWidth ! = 0 & & g_ResizeHeight ! = 0 )
{
g_d3dpp . BackBufferWidth = g_ResizeWidth ;
g_d3dpp . BackBufferHeight = g_ResizeHeight ;
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g_ResizeWidth = g_ResizeHeight = 0 ;
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ResetDevice ( ) ;
}
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// Start the Dear ImGui frame
ImGui_ImplDX9_NewFrame ( ) ;
ImGui_ImplWin32_NewFrame ( ) ;
ImGui : : NewFrame ( ) ;
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if ( show_demo_window )
ImGui : : ShowDemoWindow ( & show_demo_window ) ;
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f ;
static int counter = 0 ;
ImGui : : Begin ( " Hello, world! " ) ; // Create a window called "Hello, world!" and append into it.
ImGui : : Text ( " This is some useful text. " ) ; // Display some text (you can use a format strings too)
ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our window open/close state
ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
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
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (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 / io . Framerate , io . Framerate ) ;
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ImGui : : End ( ) ;
}
// 3. Show another simple window.
if ( show_another_window )
{
ImGui : : Begin ( " Another Window " , & show_another_window ) ; // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui : : Text ( " Hello from another window! " ) ;
if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
ImGui : : End ( ) ;
}
// Rendering
ImGui : : EndFrame ( ) ;
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_color . x * clear_color . w * 255.0f ) , ( int ) ( clear_color . y * clear_color . w * 255.0f ) , ( int ) ( clear_color . z * clear_color . w * 255.0f ) , ( int ) ( clear_color . w * 255.0f ) ) ;
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g_pd3dDevice - > Clear ( 0 , nullptr , D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER , clear_col_dx , 1.0f , 0 ) ;
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if ( g_pd3dDevice - > BeginScene ( ) > = 0 )
{
ImGui : : Render ( ) ;
ImGui_ImplDX9_RenderDrawData ( ImGui : : GetDrawData ( ) ) ;
g_pd3dDevice - > EndScene ( ) ;
}
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HRESULT result = g_pd3dDevice - > Present ( nullptr , nullptr , nullptr , nullptr ) ;
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// Handle loss of D3D9 device
if ( result = = D3DERR_DEVICELOST & & g_pd3dDevice - > TestCooperativeLevel ( ) = = D3DERR_DEVICENOTRESET )
ResetDevice ( ) ;
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}
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ImGui_ImplDX9_Shutdown ( ) ;
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ImGui_ImplWin32_Shutdown ( ) ;
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ImGui : : DestroyContext ( ) ;
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CleanupDeviceD3D ( ) ;
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: : DestroyWindow ( hwnd ) ;
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: : UnregisterClassW ( wc . lpszClassName , wc . hInstance ) ;
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return 0 ;
}
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// Helper functions
bool CreateDeviceD3D ( HWND hWnd )
{
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if ( ( g_pD3D = Direct3DCreate9 ( D3D_SDK_VERSION ) ) = = nullptr )
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return false ;
// Create the D3DDevice
ZeroMemory ( & g_d3dpp , sizeof ( g_d3dpp ) ) ;
g_d3dpp . Windowed = TRUE ;
g_d3dpp . SwapEffect = D3DSWAPEFFECT_DISCARD ;
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g_d3dpp . BackBufferFormat = D3DFMT_UNKNOWN ; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
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g_d3dpp . EnableAutoDepthStencil = TRUE ;
g_d3dpp . AutoDepthStencilFormat = D3DFMT_D16 ;
g_d3dpp . PresentationInterval = D3DPRESENT_INTERVAL_ONE ; // Present with vsync
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
if ( g_pD3D - > CreateDevice ( D3DADAPTER_DEFAULT , D3DDEVTYPE_HAL , hWnd , D3DCREATE_HARDWARE_VERTEXPROCESSING , & g_d3dpp , & g_pd3dDevice ) < 0 )
return false ;
return true ;
}
void CleanupDeviceD3D ( )
{
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if ( g_pd3dDevice ) { g_pd3dDevice - > Release ( ) ; g_pd3dDevice = nullptr ; }
if ( g_pD3D ) { g_pD3D - > Release ( ) ; g_pD3D = nullptr ; }
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}
void ResetDevice ( )
{
ImGui_ImplDX9_InvalidateDeviceObjects ( ) ;
HRESULT hr = g_pd3dDevice - > Reset ( & g_d3dpp ) ;
if ( hr = = D3DERR_INVALIDCALL )
IM_ASSERT ( 0 ) ;
ImGui_ImplDX9_CreateDeviceObjects ( ) ;
}
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// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
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// Win32 message handler
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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, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// 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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LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam )
{
if ( ImGui_ImplWin32_WndProcHandler ( hWnd , msg , wParam , lParam ) )
return true ;
switch ( msg )
{
case WM_SIZE :
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if ( wParam = = SIZE_MINIMIZED )
return 0 ;
g_ResizeWidth = ( UINT ) LOWORD ( lParam ) ; // Queue resize
g_ResizeHeight = ( UINT ) HIWORD ( lParam ) ;
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return 0 ;
case WM_SYSCOMMAND :
if ( ( wParam & 0xfff0 ) = = SC_KEYMENU ) // Disable ALT application menu
return 0 ;
break ;
case WM_DESTROY :
: : PostQuitMessage ( 0 ) ;
return 0 ;
}
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return : : DefWindowProcW ( hWnd , msg , wParam , lParam ) ;
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}