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OpenGL/DirextX examples: comments and tweaks.
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@ -168,12 +168,10 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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io.AddInputCharacter((unsigned short)wParam);
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io.AddInputCharacter((unsigned short)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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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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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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@ -310,10 +308,12 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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UpdateImGui();
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UpdateImGui();
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// Create a simple window
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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static bool show_test_window = true;
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static bool show_test_window = true;
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static bool show_another_window = false;
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static bool show_another_window = false;
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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 appears in a window automatically called "Debug"
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{
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static float f;
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static float f;
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ImGui::Text("Hello, world!");
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ImGui::Text("Hello, world!");
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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@ -330,16 +330,9 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
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ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
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const float ms_per_frame_avg = ms_per_frame_accum / 120;
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const float ms_per_frame_avg = ms_per_frame_accum / 120;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
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// Show the ImGui test window
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// Most of user example code is in ImGui::ShowTestWindow()
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if (show_test_window)
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{
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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!
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ImGui::ShowTestWindow(&show_test_window);
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}
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}
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// Show another simple window
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// 2. Show another simple window, this time using an explicit Begin/End pair
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if (show_another_window)
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if (show_another_window)
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{
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{
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ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
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ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
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@ -347,6 +340,13 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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ImGui::End();
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ImGui::End();
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}
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}
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
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if (show_test_window)
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{
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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!
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ImGui::ShowTestWindow(&show_test_window);
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}
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// Rendering
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// Rendering
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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, false);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
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@ -252,7 +252,7 @@ void UpdateImGui()
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double mouse_x, mouse_y;
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double mouse_x, mouse_y;
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it, so we don't miss click-release events that are shorted than our frame.
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io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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// Start the frame
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// Start the frame
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@ -273,10 +273,12 @@ int main(int argc, char** argv)
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glfwPollEvents();
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glfwPollEvents();
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UpdateImGui();
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UpdateImGui();
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// Create a simple window
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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static bool show_test_window = true;
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static bool show_test_window = true;
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static bool show_another_window = false;
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static bool show_another_window = false;
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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 appears in a window automatically called "Debug"
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{
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static float f;
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static float f;
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ImGui::Text("Hello, world!");
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ImGui::Text("Hello, world!");
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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@ -293,16 +295,9 @@ int main(int argc, char** argv)
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ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
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ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
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const float ms_per_frame_avg = ms_per_frame_accum / 120;
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const float ms_per_frame_avg = ms_per_frame_accum / 120;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
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// Show the ImGui test window
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// Most of user example code is in ImGui::ShowTestWindow()
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if (show_test_window)
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{
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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!
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ImGui::ShowTestWindow(&show_test_window);
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}
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}
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// Show another simple window
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// 2. Show another simple window, this time using an explicit Begin/End pair
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if (show_another_window)
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if (show_another_window)
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{
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{
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ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
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ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
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@ -310,6 +305,13 @@ int main(int argc, char** argv)
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ImGui::End();
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ImGui::End();
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}
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}
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
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if (show_test_window)
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{
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ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call this, because positions are saved in .ini file. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowTestWindow(&show_test_window);
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}
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// Rendering
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// Rendering
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
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glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
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