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https://github.com/Drezil/imgui.git
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Converted all Tabs to Spaces (git diff -w shows an empty diff)
This commit is contained in:
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efc473df98
commit
42d4b4be6a
@ -5,98 +5,98 @@
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#include <dinput.h>
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#include <dinput.h>
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#include "../../imgui.h"
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#include "../../imgui.h"
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#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
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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 HWND hWnd;
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static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
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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 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 LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
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static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
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static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
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struct CUSTOMVERTEX
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struct CUSTOMVERTEX
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{
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{
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D3DXVECTOR3 position;
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D3DXVECTOR3 position;
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D3DCOLOR color;
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D3DCOLOR color;
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float tu, tv;
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float tu, tv;
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};
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};
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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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 structuer)
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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 structuer)
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static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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{
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{
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size_t total_vtx_count = 0;
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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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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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total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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if (total_vtx_count == 0)
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if (total_vtx_count == 0)
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return;
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return;
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// Copy and convert all vertices into a single contiguous buffer
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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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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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if (g_pVB->Lock(0, total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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return;
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return;
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for (int n = 0; n < cmd_lists_count; n++)
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for (int n = 0; n < cmd_lists_count; n++)
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{
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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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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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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for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
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{
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{
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vtx_dst->position.x = vtx_src->pos.x;
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vtx_dst->position.x = vtx_src->pos.x;
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vtx_dst->position.y = vtx_src->pos.y;
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vtx_dst->position.y = vtx_src->pos.y;
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vtx_dst->position.z = 0.0f;
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vtx_dst->position.z = 0.0f;
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vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
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vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
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vtx_dst->tu = vtx_src->uv.x;
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vtx_dst->tu = vtx_src->uv.x;
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vtx_dst->tv = vtx_src->uv.y;
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vtx_dst->tv = vtx_src->uv.y;
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vtx_dst++;
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vtx_dst++;
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vtx_src++;
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vtx_src++;
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}
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}
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}
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}
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g_pVB->Unlock();
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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->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
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g_pd3dDevice->SetFVF( D3DFVF_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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// 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_CULLMODE, D3DCULL_NONE );
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g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
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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_ZENABLE, false );
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g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
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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_BLENDOP, D3DBLENDOP_ADD );
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g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
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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_SRCBLEND, D3DBLEND_SRCALPHA );
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g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
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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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g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
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// Setup texture
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// Setup texture
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g_pd3dDevice->SetTexture( 0, g_pTexture );
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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_COLOROP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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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_COLORARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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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_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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// Setup orthographic projection matrix
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// Setup orthographic projection matrix
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D3DXMATRIXA16 mat;
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D3DXMATRIXA16 mat;
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D3DXMatrixIdentity(&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_WORLD, &mat);
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g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
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g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
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D3DXMatrixOrthoOffCenterLH(&mat, 0.0f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 0.0f, -1.0f, +1.0f);
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D3DXMatrixOrthoOffCenterLH(&mat, 0.0f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 0.0f, -1.0f, +1.0f);
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g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
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g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
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// Render command lists
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// Render command lists
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int vtx_offset = 0;
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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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for (int n = 0; n < cmd_lists_count; n++)
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{
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{
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// Render command list
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// Render command list
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const ImDrawList* cmd_list = cmd_lists[n];
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const ImDrawList* cmd_list = cmd_lists[n];
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const ImDrawCmd* pcmd_end = cmd_list->commands.end();
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const ImDrawCmd* pcmd_end = cmd_list->commands.end();
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for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
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for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
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{
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{
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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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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->SetScissorRect(&r);
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g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
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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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vtx_offset += pcmd->vtx_count;
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}
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}
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}
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}
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}
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}
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HRESULT InitD3D(HWND hWnd)
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HRESULT InitD3D(HWND hWnd)
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@ -111,7 +111,7 @@ HRESULT InitD3D(HWND hWnd)
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d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
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d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
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d3dpp.EnableAutoDepthStencil = TRUE;
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d3dpp.EnableAutoDepthStencil = TRUE;
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d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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// Create the D3DDevice
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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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if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
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@ -134,90 +134,90 @@ void Cleanup()
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LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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switch (msg)
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switch (msg)
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{
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{
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case WM_LBUTTONDOWN:
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case WM_LBUTTONDOWN:
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io.MouseDown[0] = true;
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io.MouseDown[0] = true;
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return true;
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return true;
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case WM_LBUTTONUP:
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case WM_LBUTTONUP:
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io.MouseDown[0] = false;
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io.MouseDown[0] = false;
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return true;
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return true;
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case WM_RBUTTONDOWN:
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case WM_RBUTTONDOWN:
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io.MouseDown[1] = true;
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io.MouseDown[1] = true;
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return true;
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return true;
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case WM_RBUTTONUP:
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case WM_RBUTTONUP:
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io.MouseDown[1] = false;
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io.MouseDown[1] = false;
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return true;
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return true;
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case WM_MOUSEWHEEL:
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case WM_MOUSEWHEEL:
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// Mouse wheel: -1,0,+1
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// Mouse wheel: -1,0,+1
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io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
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io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
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return true;
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return true;
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case WM_MOUSEMOVE:
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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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// 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.x = (signed short)(lParam);
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io.MousePos.y = (signed short)(lParam >> 16);
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io.MousePos.y = (signed short)(lParam >> 16);
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return true;
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return true;
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case WM_CHAR:
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case WM_CHAR:
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if (wParam > 1 && wParam < 256)
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if (wParam > 1 && wParam < 256)
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io.AddInputCharacter((char)wParam);
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io.AddInputCharacter((char)wParam);
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return true;
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return true;
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case WM_DESTROY:
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case WM_DESTROY:
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{
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{
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Cleanup();
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Cleanup();
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PostQuitMessage(0);
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PostQuitMessage(0);
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return 0;
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return 0;
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}
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}
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}
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}
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return DefWindowProc(hWnd, msg, wParam, lParam);
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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}
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void InitImGui()
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void InitImGui()
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{
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{
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RECT rect;
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RECT rect;
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GetClientRect(hWnd, &rect);
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GetClientRect(hWnd, &rect);
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ImGuiIO& io = ImGui::GetIO();
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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.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.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.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_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_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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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_UpArrow] = VK_UP;
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io.KeyMap[ImGuiKey_DownArrow] = 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_Home] = VK_HOME;
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io.KeyMap[ImGuiKey_End] = VK_END;
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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_Delete] = VK_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
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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_Enter] = VK_RETURN;
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io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
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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_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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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_V] = 'V';
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io.KeyMap[ImGuiKey_X] = 'X';
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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_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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// Create the vertex buffer
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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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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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{
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IM_ASSERT(0);
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IM_ASSERT(0);
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return;
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return;
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}
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}
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// Load font texture
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// Load font texture
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const void* png_data;
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const void* png_data;
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unsigned int png_size;
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unsigned int png_size;
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &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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if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0)
|
||||||
{
|
{
|
||||||
IM_ASSERT(0);
|
IM_ASSERT(0);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
INT64 ticks_per_second = 0;
|
INT64 ticks_per_second = 0;
|
||||||
@ -225,28 +225,28 @@ INT64 time = 0;
|
|||||||
|
|
||||||
void UpdateImGui()
|
void UpdateImGui()
|
||||||
{
|
{
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
// Setup timestep
|
// Setup timestep
|
||||||
INT64 current_time;
|
INT64 current_time;
|
||||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||||
io.DeltaTime = (float)(current_time - time) / ticks_per_second;
|
io.DeltaTime = (float)(current_time - time) / ticks_per_second;
|
||||||
time = current_time;
|
time = current_time;
|
||||||
|
|
||||||
// Setup inputs
|
// Setup inputs
|
||||||
// (we already got mouse position, buttons, wheel from the window message callback)
|
// (we already got mouse position, buttons, wheel from the window message callback)
|
||||||
BYTE keystate[256];
|
BYTE keystate[256];
|
||||||
GetKeyboardState(keystate);
|
GetKeyboardState(keystate);
|
||||||
for (int i = 0; i < 256; i++)
|
for (int i = 0; i < 256; i++)
|
||||||
io.KeysDown[i] = (keystate[i] & 0x80) != 0;
|
io.KeysDown[i] = (keystate[i] & 0x80) != 0;
|
||||||
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
|
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
|
||||||
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
|
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
|
||||||
// io.MousePos : filled by WM_MOUSEMOVE event
|
// io.MousePos : filled by WM_MOUSEMOVE event
|
||||||
// io.MouseDown : filled by WM_*BUTTON* events
|
// io.MouseDown : filled by WM_*BUTTON* events
|
||||||
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
||||||
|
|
||||||
// Start the frame
|
// Start the frame
|
||||||
ImGui::NewFrame();
|
ImGui::NewFrame();
|
||||||
}
|
}
|
||||||
|
|
||||||
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
|
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
|
||||||
@ -258,25 +258,25 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
|
|||||||
// Create the application's window
|
// Create the application's window
|
||||||
hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||||
|
|
||||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
|
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
|
||||||
return 1;
|
return 1;
|
||||||
if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
|
if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
|
||||||
return 1;
|
return 1;
|
||||||
|
|
||||||
// Initialize Direct3D
|
// Initialize Direct3D
|
||||||
if (InitD3D(hWnd) < 0)
|
if (InitD3D(hWnd) < 0)
|
||||||
{
|
{
|
||||||
if (g_pVB)
|
if (g_pVB)
|
||||||
g_pVB->Release();
|
g_pVB->Release();
|
||||||
UnregisterClass(L"ImGui Example", wc.hInstance);
|
UnregisterClass(L"ImGui Example", wc.hInstance);
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Show the window
|
// Show the window
|
||||||
ShowWindow(hWnd, SW_SHOWDEFAULT);
|
ShowWindow(hWnd, SW_SHOWDEFAULT);
|
||||||
UpdateWindow(hWnd);
|
UpdateWindow(hWnd);
|
||||||
|
|
||||||
InitImGui();
|
InitImGui();
|
||||||
|
|
||||||
// Enter the message loop
|
// Enter the message loop
|
||||||
MSG msg;
|
MSG msg;
|
||||||
@ -287,65 +287,65 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
|
|||||||
{
|
{
|
||||||
TranslateMessage(&msg);
|
TranslateMessage(&msg);
|
||||||
DispatchMessage(&msg);
|
DispatchMessage(&msg);
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
UpdateImGui();
|
UpdateImGui();
|
||||||
|
|
||||||
// Create a simple window
|
// Create a simple window
|
||||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
||||||
static bool show_test_window = true;
|
static bool show_test_window = true;
|
||||||
static bool show_another_window = false;
|
static bool show_another_window = false;
|
||||||
static float f;
|
static float f;
|
||||||
ImGui::Text("Hello, world!");
|
ImGui::Text("Hello, world!");
|
||||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||||
show_test_window ^= ImGui::Button("Test Window");
|
show_test_window ^= ImGui::Button("Test Window");
|
||||||
show_another_window ^= ImGui::Button("Another Window");
|
show_another_window ^= ImGui::Button("Another Window");
|
||||||
|
|
||||||
// Calculate and show framerate
|
// Calculate and show framerate
|
||||||
static float ms_per_frame[120] = { 0 };
|
static float ms_per_frame[120] = { 0 };
|
||||||
static int ms_per_frame_idx = 0;
|
static int ms_per_frame_idx = 0;
|
||||||
static float ms_per_frame_accum = 0.0f;
|
static float ms_per_frame_accum = 0.0f;
|
||||||
ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
|
ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
|
||||||
ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
|
ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
|
||||||
ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
|
ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
|
||||||
ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
|
ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
|
||||||
const float ms_per_frame_avg = ms_per_frame_accum / 120;
|
const float ms_per_frame_avg = ms_per_frame_accum / 120;
|
||||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
|
||||||
|
|
||||||
// Show the ImGui test window
|
// Show the ImGui test window
|
||||||
// Most of user example code is in ImGui::ShowTestWindow()
|
// Most of user example code is in ImGui::ShowTestWindow()
|
||||||
if (show_test_window)
|
if (show_test_window)
|
||||||
{
|
{
|
||||||
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!
|
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!
|
||||||
ImGui::ShowTestWindow(&show_test_window);
|
ImGui::ShowTestWindow(&show_test_window);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Show another simple window
|
// Show another simple window
|
||||||
if (show_another_window)
|
if (show_another_window)
|
||||||
{
|
{
|
||||||
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
|
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
|
||||||
ImGui::Text("Hello");
|
ImGui::Text("Hello");
|
||||||
ImGui::End();
|
ImGui::End();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Rendering
|
// Rendering
|
||||||
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
|
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
|
||||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
|
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
|
||||||
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
|
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
|
||||||
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0);
|
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0);
|
||||||
if (g_pd3dDevice->BeginScene() >= 0)
|
if (g_pd3dDevice->BeginScene() >= 0)
|
||||||
{
|
{
|
||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
g_pd3dDevice->EndScene();
|
g_pd3dDevice->EndScene();
|
||||||
}
|
}
|
||||||
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
|
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
|
||||||
}
|
}
|
||||||
|
|
||||||
ImGui::Shutdown();
|
ImGui::Shutdown();
|
||||||
|
|
||||||
if (g_pVB)
|
if (g_pVB)
|
||||||
g_pVB->Release();
|
g_pVB->Release();
|
||||||
|
|
||||||
UnregisterClass(L"ImGui Example", wc.hInstance);
|
UnregisterClass(L"ImGui Example", wc.hInstance);
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -2,10 +2,10 @@
|
|||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#define STB_IMAGE_IMPLEMENTATION
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
#include "stb_image.h" // for .png loading
|
#include "stb_image.h" // for .png loading
|
||||||
#include "../../imgui.h"
|
#include "../../imgui.h"
|
||||||
#ifdef _MSC_VER
|
#ifdef _MSC_VER
|
||||||
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
|
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
static GLFWwindow* window;
|
static GLFWwindow* window;
|
||||||
@ -16,253 +16,253 @@ static GLuint fontTex;
|
|||||||
// A faster way would be to collate all vertices from all cmd_lists into a single vertex buffer
|
// A faster way would be to collate all vertices from all cmd_lists into a single vertex buffer
|
||||||
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
||||||
{
|
{
|
||||||
if (cmd_lists_count == 0)
|
if (cmd_lists_count == 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
|
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
glEnable(GL_SCISSOR_TEST);
|
glEnable(GL_SCISSOR_TEST);
|
||||||
glEnableClientState(GL_VERTEX_ARRAY);
|
glEnableClientState(GL_VERTEX_ARRAY);
|
||||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||||
glEnableClientState(GL_COLOR_ARRAY);
|
glEnableClientState(GL_COLOR_ARRAY);
|
||||||
|
|
||||||
// Setup texture
|
// Setup texture
|
||||||
glBindTexture(GL_TEXTURE_2D, fontTex);
|
glBindTexture(GL_TEXTURE_2D, fontTex);
|
||||||
glEnable(GL_TEXTURE_2D);
|
glEnable(GL_TEXTURE_2D);
|
||||||
|
|
||||||
// Setup orthographic projection matrix
|
// Setup orthographic projection matrix
|
||||||
const float width = ImGui::GetIO().DisplaySize.x;
|
const float width = ImGui::GetIO().DisplaySize.x;
|
||||||
const float height = ImGui::GetIO().DisplaySize.y;
|
const float height = ImGui::GetIO().DisplaySize.y;
|
||||||
glMatrixMode(GL_PROJECTION);
|
glMatrixMode(GL_PROJECTION);
|
||||||
glLoadIdentity();
|
glLoadIdentity();
|
||||||
glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
|
glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
|
||||||
glMatrixMode(GL_MODELVIEW);
|
glMatrixMode(GL_MODELVIEW);
|
||||||
glLoadIdentity();
|
glLoadIdentity();
|
||||||
|
|
||||||
// Render command lists
|
// Render command lists
|
||||||
for (int n = 0; n < cmd_lists_count; n++)
|
for (int n = 0; n < cmd_lists_count; n++)
|
||||||
{
|
{
|
||||||
const ImDrawList* cmd_list = cmd_lists[n];
|
const ImDrawList* cmd_list = cmd_lists[n];
|
||||||
const unsigned char* vtx_buffer = (const unsigned char*)cmd_list->vtx_buffer.begin();
|
const unsigned char* vtx_buffer = (const unsigned char*)cmd_list->vtx_buffer.begin();
|
||||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer));
|
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer));
|
||||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer+8));
|
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer+8));
|
||||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer+16));
|
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer+16));
|
||||||
|
|
||||||
int vtx_offset = 0;
|
int vtx_offset = 0;
|
||||||
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
|
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
|
||||||
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
|
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
|
||||||
{
|
{
|
||||||
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
|
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
|
||||||
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
|
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
|
||||||
vtx_offset += pcmd->vtx_count;
|
vtx_offset += pcmd->vtx_count;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
glDisable(GL_SCISSOR_TEST);
|
glDisable(GL_SCISSOR_TEST);
|
||||||
}
|
}
|
||||||
|
|
||||||
static const char* ImImpl_GetClipboardTextFn()
|
static const char* ImImpl_GetClipboardTextFn()
|
||||||
{
|
{
|
||||||
return glfwGetClipboardString(window);
|
return glfwGetClipboardString(window);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
|
static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
|
||||||
{
|
{
|
||||||
if (!text_end)
|
if (!text_end)
|
||||||
text_end = text + strlen(text);
|
text_end = text + strlen(text);
|
||||||
|
|
||||||
if (*text_end == 0)
|
if (*text_end == 0)
|
||||||
{
|
{
|
||||||
// Already got a zero-terminator at 'text_end', we don't need to add one
|
// Already got a zero-terminator at 'text_end', we don't need to add one
|
||||||
glfwSetClipboardString(window, text);
|
glfwSetClipboardString(window, text);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Add a zero-terminator because glfw function doesn't take a size
|
// Add a zero-terminator because glfw function doesn't take a size
|
||||||
char* buf = (char*)malloc(text_end - text + 1);
|
char* buf = (char*)malloc(text_end - text + 1);
|
||||||
memcpy(buf, text, text_end-text);
|
memcpy(buf, text, text_end-text);
|
||||||
buf[text_end-text] = '\0';
|
buf[text_end-text] = '\0';
|
||||||
glfwSetClipboardString(window, buf);
|
glfwSetClipboardString(window, buf);
|
||||||
free(buf);
|
free(buf);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// GLFW callbacks to get events
|
// GLFW callbacks to get events
|
||||||
static void glfw_error_callback(int error, const char* description)
|
static void glfw_error_callback(int error, const char* description)
|
||||||
{
|
{
|
||||||
fputs(description, stderr);
|
fputs(description, stderr);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||||
{
|
{
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
io.MouseWheel = (yoffset != 0.0f) ? yoffset > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1
|
io.MouseWheel = (yoffset != 0.0f) ? yoffset > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1
|
||||||
}
|
}
|
||||||
|
|
||||||
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
{
|
{
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
if (action == GLFW_PRESS)
|
if (action == GLFW_PRESS)
|
||||||
io.KeysDown[key] = true;
|
io.KeysDown[key] = true;
|
||||||
if (action == GLFW_RELEASE)
|
if (action == GLFW_RELEASE)
|
||||||
io.KeysDown[key] = false;
|
io.KeysDown[key] = false;
|
||||||
io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
|
io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
|
||||||
io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
|
io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void glfw_char_callback(GLFWwindow* window, unsigned int c)
|
static void glfw_char_callback(GLFWwindow* window, unsigned int c)
|
||||||
{
|
{
|
||||||
if (c > 0 && c <= 255)
|
if (c > 0 && c <= 255)
|
||||||
ImGui::GetIO().AddInputCharacter((char)c);
|
ImGui::GetIO().AddInputCharacter((char)c);
|
||||||
}
|
}
|
||||||
|
|
||||||
// OpenGL code based on http://open.gl tutorials
|
// OpenGL code based on http://open.gl tutorials
|
||||||
void InitGL()
|
void InitGL()
|
||||||
{
|
{
|
||||||
glfwSetErrorCallback(glfw_error_callback);
|
glfwSetErrorCallback(glfw_error_callback);
|
||||||
|
|
||||||
if (!glfwInit())
|
if (!glfwInit())
|
||||||
exit(1);
|
exit(1);
|
||||||
|
|
||||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||||
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
|
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
|
||||||
glfwMakeContextCurrent(window);
|
glfwMakeContextCurrent(window);
|
||||||
glfwSetKeyCallback(window, glfw_key_callback);
|
glfwSetKeyCallback(window, glfw_key_callback);
|
||||||
glfwSetScrollCallback(window, glfw_scroll_callback);
|
glfwSetScrollCallback(window, glfw_scroll_callback);
|
||||||
glfwSetCharCallback(window, glfw_char_callback);
|
glfwSetCharCallback(window, glfw_char_callback);
|
||||||
|
|
||||||
glewInit();
|
glewInit();
|
||||||
}
|
}
|
||||||
|
|
||||||
void InitImGui()
|
void InitImGui()
|
||||||
{
|
{
|
||||||
int w, h;
|
int w, h;
|
||||||
glfwGetWindowSize(window, &w, &h);
|
glfwGetWindowSize(window, &w, &h);
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
io.DisplaySize = ImVec2((float)w, (float)h); // Display size, in pixels. For clamping windows positions.
|
io.DisplaySize = ImVec2((float)w, (float)h); // Display size, in pixels. For clamping windows positions.
|
||||||
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)
|
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)
|
||||||
io.PixelCenterOffset = 0.5f; // Align OpenGL texels
|
io.PixelCenterOffset = 0.5f; // Align OpenGL texels
|
||||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||||
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
||||||
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
||||||
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
|
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
|
||||||
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
|
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
|
||||||
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
|
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
|
||||||
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
|
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
|
||||||
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
||||||
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
||||||
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||||
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||||
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
||||||
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
|
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
|
||||||
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
|
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
|
||||||
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
|
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
|
||||||
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
||||||
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
||||||
|
|
||||||
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
|
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
|
||||||
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
|
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
|
||||||
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
|
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
|
||||||
|
|
||||||
// Load font texture
|
// Load font texture
|
||||||
glGenTextures(1, &fontTex);
|
glGenTextures(1, &fontTex);
|
||||||
glBindTexture(GL_TEXTURE_2D, fontTex);
|
glBindTexture(GL_TEXTURE_2D, fontTex);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
const void* png_data;
|
const void* png_data;
|
||||||
unsigned int png_size;
|
unsigned int png_size;
|
||||||
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
|
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
|
||||||
int tex_x, tex_y, tex_comp;
|
int tex_x, tex_y, tex_comp;
|
||||||
void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
|
void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
|
||||||
stbi_image_free(tex_data);
|
stbi_image_free(tex_data);
|
||||||
}
|
}
|
||||||
|
|
||||||
void UpdateImGui()
|
void UpdateImGui()
|
||||||
{
|
{
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
// Setup timestep
|
// Setup timestep
|
||||||
static double time = 0.0f;
|
static double time = 0.0f;
|
||||||
const double current_time = glfwGetTime();
|
const double current_time = glfwGetTime();
|
||||||
io.DeltaTime = (float)(current_time - time);
|
io.DeltaTime = (float)(current_time - time);
|
||||||
time = current_time;
|
time = current_time;
|
||||||
|
|
||||||
// Setup inputs
|
// Setup inputs
|
||||||
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
||||||
double mouse_x, mouse_y;
|
double mouse_x, mouse_y;
|
||||||
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
||||||
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||||
io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
|
io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
|
||||||
io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
|
io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
|
||||||
|
|
||||||
// Start the frame
|
// Start the frame
|
||||||
ImGui::NewFrame();
|
ImGui::NewFrame();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Application code
|
// Application code
|
||||||
int main(int argc, char** argv)
|
int main(int argc, char** argv)
|
||||||
{
|
{
|
||||||
InitGL();
|
InitGL();
|
||||||
InitImGui();
|
InitImGui();
|
||||||
|
|
||||||
while (!glfwWindowShouldClose(window))
|
while (!glfwWindowShouldClose(window))
|
||||||
{
|
{
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
io.MouseWheel = 0;
|
io.MouseWheel = 0;
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
UpdateImGui();
|
UpdateImGui();
|
||||||
|
|
||||||
// Create a simple window
|
// Create a simple window
|
||||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
||||||
static bool show_test_window = true;
|
static bool show_test_window = true;
|
||||||
static bool show_another_window = false;
|
static bool show_another_window = false;
|
||||||
static float f;
|
static float f;
|
||||||
ImGui::Text("Hello, world!");
|
ImGui::Text("Hello, world!");
|
||||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||||
show_test_window ^= ImGui::Button("Test Window");
|
show_test_window ^= ImGui::Button("Test Window");
|
||||||
show_another_window ^= ImGui::Button("Another Window");
|
show_another_window ^= ImGui::Button("Another Window");
|
||||||
|
|
||||||
// Calculate and show framerate
|
// Calculate and show framerate
|
||||||
static float ms_per_frame[120] = { 0 };
|
static float ms_per_frame[120] = { 0 };
|
||||||
static int ms_per_frame_idx = 0;
|
static int ms_per_frame_idx = 0;
|
||||||
static float ms_per_frame_accum = 0.0f;
|
static float ms_per_frame_accum = 0.0f;
|
||||||
ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
|
ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
|
||||||
ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
|
ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
|
||||||
ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
|
ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
|
||||||
ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
|
ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
|
||||||
const float ms_per_frame_avg = ms_per_frame_accum / 120;
|
const float ms_per_frame_avg = ms_per_frame_accum / 120;
|
||||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
|
||||||
|
|
||||||
// Show the ImGui test window
|
// Show the ImGui test window
|
||||||
// Most of user example code is in ImGui::ShowTestWindow()
|
// Most of user example code is in ImGui::ShowTestWindow()
|
||||||
if (show_test_window)
|
if (show_test_window)
|
||||||
{
|
{
|
||||||
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!
|
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!
|
||||||
ImGui::ShowTestWindow(&show_test_window);
|
ImGui::ShowTestWindow(&show_test_window);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Show another simple window
|
// Show another simple window
|
||||||
if (show_another_window)
|
if (show_another_window)
|
||||||
{
|
{
|
||||||
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
|
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
|
||||||
ImGui::Text("Hello");
|
ImGui::Text("Hello");
|
||||||
ImGui::End();
|
ImGui::End();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Rendering
|
// Rendering
|
||||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||||
glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
|
glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
}
|
}
|
||||||
|
|
||||||
ImGui::Shutdown();
|
ImGui::Shutdown();
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
24
imconfig.h
24
imconfig.h
@ -6,28 +6,28 @@
|
|||||||
|
|
||||||
//---- Define your own ImVector<> type if you don't want to use the provided implementation defined in imgui.h
|
//---- Define your own ImVector<> type if you don't want to use the provided implementation defined in imgui.h
|
||||||
//#include <vector>
|
//#include <vector>
|
||||||
//#define ImVector std::vector
|
//#define ImVector std::vector
|
||||||
//#define ImVector MyVector
|
//#define ImVector MyVector
|
||||||
|
|
||||||
//---- Define assertion handler. Defaults to calling assert().
|
//---- Define assertion handler. Defaults to calling assert().
|
||||||
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
||||||
|
|
||||||
//---- Don't implement default clipboard handlers for Windows (so as not to link with OpenClipboard(), etc.)
|
//---- Don't implement default clipboard handlers for Windows (so as not to link with OpenClipboard(), etc.)
|
||||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
|
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
|
||||||
|
|
||||||
//---- If you are loading a custom font, ImGui expect to find a pure white pixel at (0,0)
|
//---- If you are loading a custom font, ImGui expect to find a pure white pixel at (0,0)
|
||||||
// Change it's UV coordinate here if you can't have a white pixel at (0,0)
|
// Change it's UV coordinate here if you can't have a white pixel at (0,0)
|
||||||
//#define IMGUI_FONT_TEX_UV_FOR_WHITE ImVec2(0.f/256.f,0.f/256.f)
|
//#define IMGUI_FONT_TEX_UV_FOR_WHITE ImVec2(0.f/256.f,0.f/256.f)
|
||||||
|
|
||||||
//---- Define implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
|
//---- Define implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
|
||||||
/*
|
/*
|
||||||
#define IM_VEC2_CLASS_EXTRA \
|
#define IM_VEC2_CLASS_EXTRA \
|
||||||
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
|
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
|
||||||
operator MyVec2() const { return MyVec2(x,y); }
|
operator MyVec2() const { return MyVec2(x,y); }
|
||||||
|
|
||||||
#define IM_VEC4_CLASS_EXTRA \
|
#define IM_VEC4_CLASS_EXTRA \
|
||||||
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
|
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
|
||||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
||||||
*/
|
*/
|
||||||
|
|
||||||
//---- Freely implement extra functions within the ImGui:: namespace.
|
//---- Freely implement extra functions within the ImGui:: namespace.
|
||||||
@ -35,7 +35,7 @@
|
|||||||
/*
|
/*
|
||||||
namespace ImGui
|
namespace ImGui
|
||||||
{
|
{
|
||||||
void Value(const char* prefix, const MyVec2& v, const char* float_format = NULL);
|
void Value(const char* prefix, const MyVec2& v, const char* float_format = NULL);
|
||||||
void Value(const char* prefix, const MyVec4& v, const char* float_format = NULL);
|
void Value(const char* prefix, const MyVec4& v, const char* float_format = NULL);
|
||||||
};
|
};
|
||||||
*/
|
*/
|
||||||
|
Loading…
Reference in New Issue
Block a user