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https://github.com/Drezil/imgui.git
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DirectX11 example: further tweaks/massaging (-15 lines). Syncing example.
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@ -1,7 +1,7 @@
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#include <windows.h>
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#include "../../imgui.h"
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// DirectX
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// DirectX 9
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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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@ -103,7 +103,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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}
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}
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HRESULT InitD3D(HWND hWnd)
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HRESULT InitDeviceD3D(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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@ -124,16 +124,15 @@ HRESULT InitD3D(HWND hWnd)
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return S_OK;
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}
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void Cleanup()
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void CleanupDevice()
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{
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if (g_pTexture != NULL)
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g_pTexture->Release();
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// InitImGui
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if (g_pVB) g_pVB->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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// InitDeviceD3D
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if (g_pTexture) g_pTexture->Release();
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if (g_pd3dDevice) g_pd3dDevice->Release();
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if (g_pD3D) 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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@ -167,7 +166,7 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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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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CleanupDevice();
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PostQuitMessage(0);
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return 0;
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}
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@ -178,12 +177,14 @@ void InitImGui()
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{
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RECT rect;
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GetClientRect(hWnd, &rect);
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int display_w = (int)(rect.right - rect.left);
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int display_h = (int)(rect.bottom - rect.top);
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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.DisplaySize = ImVec2((float)display_w, (float)display_h); // 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 time step 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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@ -222,17 +223,17 @@ void InitImGui()
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}
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INT64 ticks_per_second = 0;
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INT64 time = 0;
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INT64 last_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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// Setup time step
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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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io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
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last_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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@ -261,14 +262,13 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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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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if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_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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if (InitDeviceD3D(hWnd) < 0)
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{
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if (g_pVB)
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g_pVB->Release();
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CleanupDevice();
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UnregisterClass(L"ImGui Example", wc.hInstance);
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return 1;
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}
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@ -347,9 +347,6 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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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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