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https://github.com/Drezil/imgui.git
synced 2025-07-04 20:18:47 +02:00
Commented samples and shuffled bits of the initialisation based on user's feedback.
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@ -203,17 +203,6 @@ HRESULT InitD3D(HWND hWnd)
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if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
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return E_FAIL;
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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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return E_FAIL;
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// Load font texture
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const void* png_data;
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unsigned int 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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return E_FAIL;
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return S_OK;
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}
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@ -247,9 +236,11 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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io.MouseDown[1] = false;
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return true;
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case WM_MOUSEWHEEL:
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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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return true;
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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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io.MousePos.x = (signed short)(lParam);
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io.MousePos.y = (signed short)(lParam >> 16);
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return true;
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@ -274,9 +265,10 @@ void InitImGui()
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GetClientRect(hWnd, &rect);
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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));
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io.DeltaTime = 1.0f/60.0f;
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io.KeyMap[ImGuiKey_Tab] = VK_TAB;
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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.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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@ -293,11 +285,28 @@ void InitImGui()
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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_Z] = 'Z';
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io.PixelCenterOffset = 0.0f;
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
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io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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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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{
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IM_ASSERT(0);
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return;
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}
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// Load font texture
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const void* png_data;
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unsigned int 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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{
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IM_ASSERT(0);
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return;
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}
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}
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int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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