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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
#include "imgui.h"
#include "imgui_impl_dx9.h"
#include "imgui_impl_win32.h"
#include <d3d9.h>
#include <tchar.h>
// Data
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static LPDIRECT3D9 g_pD3D = nullptr ;
static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr ;
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static D3DPRESENT_PARAMETERS g_d3dpp = {};
// Forward declarations of helper functions
bool CreateDeviceD3D ( HWND hWnd );
void CleanupDeviceD3D ();
void ResetDevice ();
LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam );
// Main code
int main ( int , char ** )
{
// Create application window
//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 };
:: RegisterClassExW ( & wc );
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
if ( ! CreateDeviceD3D ( hwnd ))
{
CleanupDeviceD3D ();
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:: UnregisterClassW ( wc . lpszClassName , wc . hInstance );
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return 1 ;
}
// Show the window
:: ShowWindow ( hwnd , SW_SHOWDEFAULT );
:: UpdateWindow ( hwnd );
// Setup Dear ImGui context
IMGUI_CHECKVERSION ();
ImGui :: CreateContext ();
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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io . ConfigFlags |= ImGuiConfigFlags_DockingEnable ; // Enable Docking
io . ConfigFlags |= ImGuiConfigFlags_ViewportsEnable ; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
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// Setup Dear ImGui style
ImGui :: StyleColorsDark ();
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//ImGui::StyleColorsLight();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle & style = ImGui :: GetStyle ();
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
style . WindowRounding = 0.0f ;
style . Colors [ ImGuiCol_WindowBg ]. w = 1.0f ;
}
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// Setup Platform/Renderer backends
ImGui_ImplWin32_Init ( hwnd );
ImGui_ImplDX9_Init ( g_pd3dDevice );
// Load Fonts
// - 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.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//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 );
// Main loop
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bool done = false ;
while ( ! done )
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{
// Poll and handle messages (inputs, window resize, etc.)
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// See the WndProc() function below for our to dispatch events to the Win32 backend.
MSG msg ;
while ( :: PeekMessage ( & msg , nullptr , 0U , 0U , PM_REMOVE ))
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{
:: TranslateMessage ( & msg );
:: DispatchMessage ( & msg );
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if ( msg . message == WM_QUIT )
done = true ;
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}
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if ( done )
break ;
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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 );
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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 );
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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 ));
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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// Update and Render additional Platform Windows
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
ImGui :: UpdatePlatformWindows ();
ImGui :: RenderPlatformWindowsDefault ();
}
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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 ();
}
ImGui_ImplDX9_Shutdown ();
ImGui_ImplWin32_Shutdown ();
ImGui :: DestroyContext ();
CleanupDeviceD3D ();
:: DestroyWindow ( hwnd );
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:: UnregisterClassW ( wc . lpszClassName , wc . hInstance );
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return 0 ;
}
// 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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#ifndef WM_DPICHANGED
#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
#endif
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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 );
// 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 ( g_pd3dDevice != nullptr && wParam != SIZE_MINIMIZED )
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{
g_d3dpp . BackBufferWidth = LOWORD ( lParam );
g_d3dpp . BackBufferHeight = HIWORD ( lParam );
ResetDevice ();
}
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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case WM_DPICHANGED :
if ( ImGui :: GetIO (). ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports )
{
//const int dpi = HIWORD(wParam);
//printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
const RECT * suggested_rect = ( RECT * ) lParam ;
:: SetWindowPos ( hWnd , nullptr , suggested_rect -> left , suggested_rect -> top , suggested_rect -> right - suggested_rect -> left , suggested_rect -> bottom - suggested_rect -> top , SWP_NOZORDER | SWP_NOACTIVATE );
}
break ;
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}
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return :: DefWindowProcW ( hWnd , msg , wParam , lParam );
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}