Updated imgui to 1.89.5
This commit is contained in:
@@ -1,3 +1,8 @@
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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mkdir Debug
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cl /nologo /Zi /MD /I .. /I ..\.. /I "%DXSDK_DIR%/Include" /D UNICODE /D _UNICODE *.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx9.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib
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@set OUT_DIR=Debug
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@set OUT_EXE=example_win32_directx9
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@set INCLUDES=/I..\.. /I..\..\backends /I "%DXSDK_DIR%/Include"
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@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
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@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib
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mkdir %OUT_DIR%
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cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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+8
-6
@@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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@@ -28,27 +28,27 @@
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v110</PlatformToolset>
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<PlatformToolset>v140</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v110</PlatformToolset>
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<PlatformToolset>v140</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v110</PlatformToolset>
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<PlatformToolset>v140</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v110</PlatformToolset>
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<PlatformToolset>v140</PlatformToolset>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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@@ -148,6 +148,7 @@
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<ClCompile Include="..\..\imgui.cpp" />
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<ClCompile Include="..\..\imgui_demo.cpp" />
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<ClCompile Include="..\..\imgui_draw.cpp" />
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<ClCompile Include="..\..\imgui_tables.cpp" />
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<ClCompile Include="..\..\imgui_widgets.cpp" />
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<ClCompile Include="..\..\backends\imgui_impl_dx9.cpp" />
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<ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
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@@ -161,7 +162,8 @@
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<ClInclude Include="..\..\backends\imgui_impl_win32.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="..\..\misc\natvis\imgui.natvis" />
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<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
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<None Include="..\..\misc\debuggers\imgui.natvis" />
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<None Include="..\README.txt" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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+8
-2
@@ -28,6 +28,9 @@
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<ClCompile Include="..\..\backends\imgui_impl_dx9.cpp">
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<Filter>sources</Filter>
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</ClCompile>
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<ClCompile Include="..\..\imgui_tables.cpp">
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<Filter>imgui</Filter>
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</ClCompile>
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<ClCompile Include="..\..\imgui_widgets.cpp">
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<Filter>imgui</Filter>
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</ClCompile>
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@@ -51,8 +54,11 @@
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</ItemGroup>
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<ItemGroup>
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<None Include="..\README.txt" />
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<None Include="..\..\misc\natvis\imgui.natvis">
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<Filter>sources</Filter>
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<None Include="..\..\misc\debuggers\imgui.natvis">
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<Filter>imgui</Filter>
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</None>
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<None Include="..\..\misc\debuggers\imgui.natstepfilter">
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<Filter>imgui</Filter>
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</None>
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</ItemGroup>
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</Project>
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+40
-72
@@ -6,13 +6,11 @@
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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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#define DIRECTINPUT_VERSION 0x0800
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#include <dinput.h>
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#include <tchar.h>
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// Data
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static LPDIRECT3D9 g_pD3D = NULL;
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static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
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static LPDIRECT3D9 g_pD3D = nullptr;
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static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr;
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static D3DPRESENT_PARAMETERS g_d3dpp = {};
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// Forward declarations of helper functions
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@@ -24,19 +22,17 @@ 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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ImGui_ImplWin32_EnableDpiAwareness();
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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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(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
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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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::UnregisterClass(wc.lpszClassName, wc.hInstance);
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::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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return 1;
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}
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@@ -48,24 +44,12 @@ int main(int, char**)
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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
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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//io.ConfigViewportsNoAutoMerge = true;
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//io.ConfigViewportsNoTaskBarIcon = true;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
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ImGuiStyle& style = ImGui::GetStyle();
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_Init(hwnd);
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@@ -74,17 +58,18 @@ int main(int, char**)
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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.
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// - 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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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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);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//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());
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//IM_ASSERT(font != NULL);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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// Our state
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bool show_demo_window = true;
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@@ -92,21 +77,21 @@ int main(int, char**)
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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;
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ZeroMemory(&msg, sizeof(msg));
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while (msg.message != WM_QUIT)
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bool done = false;
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while (!done)
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{
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// Poll and handle messages (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// 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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// See the WndProc() function below for our to dispatch events to the Win32 backend.
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MSG msg;
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while (::PeekMessage(&msg, nullptr, 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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if (msg.message == WM_QUIT)
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done = true;
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}
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if (done)
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break;
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// Start the Dear ImGui frame
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ImGui_ImplDX9_NewFrame();
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@@ -117,7 +102,7 @@ int main(int, char**)
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if (show_demo_window)
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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 created a named 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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{
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static float f = 0.0f;
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static int counter = 0;
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@@ -136,7 +121,7 @@ int main(int, char**)
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ImGui::SameLine();
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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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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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@@ -155,23 +140,15 @@ int main(int, char**)
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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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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);
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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));
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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)
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{
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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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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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}
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HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
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HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr);
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// Handle loss of D3D9 device
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if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
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@@ -184,7 +161,7 @@ int main(int, char**)
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CleanupDeviceD3D();
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::DestroyWindow(hwnd);
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::UnregisterClass(wc.lpszClassName, wc.hInstance);
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::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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return 0;
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}
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@@ -193,14 +170,14 @@ int main(int, char**)
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bool CreateDeviceD3D(HWND hWnd)
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{
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if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
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if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)
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return false;
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// Create the D3DDevice
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ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
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g_d3dpp.Windowed = TRUE;
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g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
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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;
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g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
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@@ -213,8 +190,8 @@ bool CreateDeviceD3D(HWND hWnd)
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void CleanupDeviceD3D()
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{
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
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if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
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if (g_pD3D) { g_pD3D->Release(); g_pD3D = nullptr; }
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}
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void ResetDevice()
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@@ -226,14 +203,14 @@ void ResetDevice()
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ImGui_ImplDX9_CreateDeviceObjects();
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}
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#ifndef WM_DPICHANGED
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#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
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#endif
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// Forward declare message handler from imgui_impl_win32.cpp
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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.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// 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)
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{
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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@@ -242,7 +219,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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switch (msg)
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{
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case WM_SIZE:
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if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
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if (g_pd3dDevice != nullptr && wParam != SIZE_MINIMIZED)
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{
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g_d3dpp.BackBufferWidth = LOWORD(lParam);
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g_d3dpp.BackBufferHeight = HIWORD(lParam);
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@@ -256,15 +233,6 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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case WM_DESTROY:
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::PostQuitMessage(0);
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return 0;
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case WM_DPICHANGED:
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if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
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{
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//const int dpi = HIWORD(wParam);
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//printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
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const RECT* suggested_rect = (RECT*)lParam;
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::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
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}
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break;
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}
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return ::DefWindowProc(hWnd, msg, wParam, lParam);
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return ::DefWindowProcW(hWnd, msg, wParam, lParam);
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}
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