mirror of
https://github.com/Drezil/imgui.git
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Backends: Viewports: renamed viewport storage structures ImGuiViewportDataXXXX -> ImGui_ImplXXXX_ViewportData and locals (matching naming convention in 70c60385
)
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@ -393,52 +393,52 @@ void ImGui_ImplDX9_NewFrame()
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGuiViewportDataDx9
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struct ImGui_ImplDX9_ViewportData
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{
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IDirect3DSwapChain9* SwapChain;
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D3DPRESENT_PARAMETERS d3dpp;
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ImGuiViewportDataDx9() { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
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~ImGuiViewportDataDx9() { IM_ASSERT(SwapChain == NULL); }
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ImGui_ImplDX9_ViewportData() { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
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~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == NULL); }
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};
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static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
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{
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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ImGuiViewportDataDx9* data = IM_NEW(ImGuiViewportDataDx9)();
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viewport->RendererUserData = data;
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ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
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viewport->RendererUserData = vd;
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
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data->d3dpp.Windowed = TRUE;
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data->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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data->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
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data->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
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data->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
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data->d3dpp.hDeviceWindow = hwnd;
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data->d3dpp.EnableAutoDepthStencil = FALSE;
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data->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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data->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
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ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
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vd->d3dpp.Windowed = TRUE;
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vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
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vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
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vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
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vd->d3dpp.hDeviceWindow = hwnd;
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vd->d3dpp.EnableAutoDepthStencil = FALSE;
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vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
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HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
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HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
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IM_ASSERT(hr == D3D_OK);
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IM_ASSERT(data->SwapChain != NULL);
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IM_ASSERT(vd->SwapChain != NULL);
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}
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static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
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if (ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData)
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if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
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{
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if (data->SwapChain)
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data->SwapChain->Release();
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data->SwapChain = NULL;
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ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
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IM_DELETE(data);
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if (vd->SwapChain)
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vd->SwapChain->Release();
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vd->SwapChain = NULL;
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ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
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IM_DELETE(vd);
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}
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viewport->RendererUserData = NULL;
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}
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@ -446,14 +446,14 @@ static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
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static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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{
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
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if (data->SwapChain)
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ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
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if (vd->SwapChain)
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{
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data->SwapChain->Release();
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data->SwapChain = NULL;
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data->d3dpp.BackBufferWidth = (UINT)size.x;
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data->d3dpp.BackBufferHeight = (UINT)size.y;
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HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
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vd->SwapChain->Release();
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vd->SwapChain = NULL;
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vd->d3dpp.BackBufferWidth = (UINT)size.x;
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vd->d3dpp.BackBufferHeight = (UINT)size.y;
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HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
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IM_ASSERT(hr == D3D_OK);
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}
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}
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@ -461,13 +461,13 @@ static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
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{
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
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ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
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ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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LPDIRECT3DSURFACE9 render_target = NULL;
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LPDIRECT3DSURFACE9 last_render_target = NULL;
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LPDIRECT3DSURFACE9 last_depth_stencil = NULL;
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data->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
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vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
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bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
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bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
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bd->pd3dDevice->SetRenderTarget(0, render_target);
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@ -491,8 +491,8 @@ static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
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static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
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HRESULT hr = data->SwapChain->Present(NULL, NULL, data->d3dpp.hDeviceWindow, NULL, 0);
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ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
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HRESULT hr = vd->SwapChain->Present(NULL, NULL, vd->d3dpp.hDeviceWindow, NULL, 0);
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// Let main application handle D3DERR_DEVICELOST by resetting the device.
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IM_ASSERT(hr == D3D_OK || hr == D3DERR_DEVICELOST);
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}
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