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Big example binding refactor (manually imported from Viewport branch, stripped out of Viewport code). (#1870)
Read examples/README.txt for some details. ImDrawData: Added DisplayPos, DisplaySize fields honored by all backends (not strictly necessary to honor just now, but doing it to be ahead)
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@@ -3,6 +3,7 @@
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#include "imgui.h"
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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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@@ -79,7 +80,8 @@ int main(int, char**)
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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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ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX9_Init(g_pd3dDevice);
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// Setup style
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ImGui::StyleColorsDark();
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@@ -111,6 +113,7 @@ int main(int, char**)
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UpdateWindow(hwnd);
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while (msg.message != WM_QUIT)
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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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@@ -121,7 +124,11 @@ int main(int, char**)
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DispatchMessage(&msg);
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continue;
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}
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// Start the ImGui frame
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ImGui_ImplDX9_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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@@ -185,6 +192,7 @@ int main(int, char**)
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}
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ImGui_ImplDX9_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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if (g_pd3dDevice) g_pd3dDevice->Release();
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