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Examples: DirectX9 example application handle window resizing.
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@ -15,6 +15,7 @@ static INT64 g_Time = 0;
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static INT64 g_TicksPerSecond = 0;
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static bool g_FontTextureLoaded = false;
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static HWND g_hWnd = 0;
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static ID3D11Device* g_pd3dDevice = NULL;
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static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
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static ID3D11Buffer* g_pVB = NULL;
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@ -355,6 +356,7 @@ static bool InitDirect3DState()
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bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
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{
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g_hWnd = (HWND)hwnd;
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g_pd3dDevice = device;
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g_pd3dDeviceContext = device_context;
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@ -369,14 +371,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
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if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
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return false;
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// FIXME: resizing
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RECT rect;
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GetClientRect((HWND)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)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
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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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@ -396,7 +391,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists;
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io.ImeWindowHandle = hwnd;
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io.ImeWindowHandle = g_hWnd;
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return true;
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}
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@ -428,6 +423,11 @@ void ImGui_ImplDX11_NewFrame()
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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RECT rect;
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GetClientRect(g_hWnd, &rect);
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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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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