mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-12 02:00:58 +01:00
371 lines
14 KiB
C++
371 lines
14 KiB
C++
#include <windows.h>
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#include <imm.h>
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#include "../../imgui.h"
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// DirectX
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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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static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
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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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// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 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, 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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// Setup texture
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g_pd3dDevice->SetTexture( 0, g_pTexture );
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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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// 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->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 InitD3D(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 Cleanup()
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{
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if (g_pTexture != NULL)
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g_pTexture->Release();
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if (g_pd3dDevice != NULL)
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g_pd3dDevice->Release();
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if (g_pD3D != NULL)
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g_pD3D->Release();
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}
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LRESULT WINAPI MsgProc(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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Cleanup();
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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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// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
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static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
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{
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if (HIMC himc = ImmGetContext(hWnd))
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{
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COMPOSITIONFORM cf;
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cf.ptCurrentPos.x = x;
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cf.ptCurrentPos.y = y;
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cf.dwStyle = CFS_FORCE_POSITION;
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ImmSetCompositionWindow(himc, &cf);
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}
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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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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // 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 timestep is variable)
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io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
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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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io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
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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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// Load font texture
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const void* png_data;
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unsigned int png_size;
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
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if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_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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}
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INT64 ticks_per_second = 0;
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INT64 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 timestep
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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 - time) / ticks_per_second;
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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 WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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{
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// Register the window class
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WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, 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 *)&time))
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return 1;
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// Initialize Direct3D
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if (InitD3D(hWnd) < 0)
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{
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if (g_pVB)
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g_pVB->Release();
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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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// 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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static bool show_test_window = true;
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static bool show_another_window = false;
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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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show_test_window ^= ImGui::Button("Test Window");
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show_another_window ^= ImGui::Button("Another Window");
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// Calculate and show frame rate
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static float ms_per_frame[120] = { 0 };
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static int ms_per_frame_idx = 0;
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static float ms_per_frame_accum = 0.0f;
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ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
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ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
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ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
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ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
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const float ms_per_frame_avg = ms_per_frame_accum / 120;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
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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::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it 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::ShowTestWindow(&show_test_window);
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}
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// Rendering
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g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
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g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
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g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0);
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if (g_pd3dDevice->BeginScene() >= 0)
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{
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ImGui::Render();
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g_pd3dDevice->EndScene();
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}
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g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
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}
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ImGui::Shutdown();
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if (g_pVB)
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g_pVB->Release();
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UnregisterClass(L"ImGui Example", wc.hInstance);
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return 0;
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}
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