mirror of
https://github.com/Drezil/imgui.git
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339 lines
13 KiB
C++
339 lines
13 KiB
C++
// ImGui Win32 + DirectX9 binding
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// In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#include <imgui.h>
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#include "imgui_impl_dx9.h"
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// DirectX
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#include <d3dx9.h>
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#define DIRECTINPUT_VERSION 0x0800
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#include <dinput.h>
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// Data
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static HWND g_hWnd = 0;
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static INT64 g_Time = 0;
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static INT64 g_TicksPerSecond = 0;
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static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
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static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
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static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
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static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
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static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
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struct CUSTOMVERTEX
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{
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D3DXVECTOR3 pos;
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D3DCOLOR col;
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D3DXVECTOR2 uv;
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};
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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 structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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{
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// Create and grow buffers if needed
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
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if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
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return;
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}
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if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
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g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
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if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
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return;
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}
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// Backup some DX9 state (not all!)
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// FIXME: Backup/restore everything else
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D3DRENDERSTATETYPE last_render_state_to_backup[] = { D3DRS_CULLMODE, D3DRS_LIGHTING, D3DRS_ZENABLE, D3DRS_ALPHABLENDENABLE, D3DRS_ALPHATESTENABLE, D3DRS_BLENDOP, D3DRS_SRCBLEND, D3DRS_DESTBLEND, D3DRS_SCISSORTESTENABLE };
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DWORD last_render_state_values[ARRAYSIZE(last_render_state_to_backup)] = { 0 };
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IDirect3DPixelShader9* last_ps; g_pd3dDevice->GetPixelShader( &last_ps );
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IDirect3DVertexShader9* last_vs; g_pd3dDevice->GetVertexShader( &last_vs );
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for (int n = 0; n < ARRAYSIZE(last_render_state_to_backup); n++)
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g_pd3dDevice->GetRenderState(last_render_state_to_backup[n], &last_render_state_values[n]);
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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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ImDrawIdx* idx_dst;
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if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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return;
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if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
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return;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawVert* vtx_src = &cmd_list->VtxBuffer[0];
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for (int i = 0; i < cmd_list->VtxBuffer.size(); i++)
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{
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vtx_dst->pos.x = vtx_src->pos.x;
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vtx_dst->pos.y = vtx_src->pos.y;
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vtx_dst->pos.z = 0.0f;
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vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
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vtx_dst->uv.x = vtx_src->uv.x;
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vtx_dst->uv.y = vtx_src->uv.y;
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vtx_dst++;
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vtx_src++;
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}
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memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
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idx_dst += cmd_list->IdxBuffer.size();
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}
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g_pVB->Unlock();
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g_pIB->Unlock();
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g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
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g_pd3dDevice->SetIndices( g_pIB );
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g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
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g_pd3dDevice->SetPixelShader( NULL );
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g_pd3dDevice->SetVertexShader( NULL );
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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_ZENABLE, false );
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g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
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g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
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g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
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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_SCISSORTESTENABLE, true );
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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_COLORARG2, D3DTA_DIFFUSE );
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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_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
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g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
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// Setup orthographic projection matrix
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D3DXMATRIXA16 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_VIEW, &mat );
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D3DXMatrixOrthoOffCenterLH( &mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f );
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g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &mat );
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// Render command lists
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int vtx_offset = 0;
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int idx_offset = 0;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
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g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->TextureId );
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g_pd3dDevice->SetScissorRect( &r );
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g_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3 );
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}
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idx_offset += pcmd->ElemCount;
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}
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vtx_offset += cmd_list->VtxBuffer.size();
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}
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// Restore some modified DX9 state (not all!)
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g_pd3dDevice->SetPixelShader( last_ps );
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g_pd3dDevice->SetVertexShader( last_vs );
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for (int n = 0; n < ARRAYSIZE(last_render_state_to_backup); n++)
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g_pd3dDevice->SetRenderState(last_render_state_to_backup[n], last_render_state_values[n]);
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}
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IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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ImGuiIO& io = ImGui::GetIO();
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switch (msg)
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{
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case WM_LBUTTONDOWN:
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io.MouseDown[0] = true;
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return true;
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case WM_LBUTTONUP:
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io.MouseDown[0] = false;
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return true;
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case WM_RBUTTONDOWN:
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io.MouseDown[1] = true;
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return true;
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case WM_RBUTTONUP:
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io.MouseDown[1] = false;
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return true;
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case WM_MBUTTONDOWN:
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io.MouseDown[2] = true;
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return true;
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case WM_MBUTTONUP:
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io.MouseDown[2] = false;
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return true;
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case WM_MOUSEWHEEL:
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io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
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return true;
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case WM_MOUSEMOVE:
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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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case WM_KEYDOWN:
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if (wParam < 256)
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io.KeysDown[wParam] = 1;
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return true;
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case WM_KEYUP:
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if (wParam < 256)
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io.KeysDown[wParam] = 0;
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return true;
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case WM_CHAR:
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if (wParam > 0 && wParam < 0x10000)
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io.AddInputCharacter((unsigned short)wParam);
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return true;
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}
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return 0;
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}
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bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
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{
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g_hWnd = (HWND)hwnd;
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g_pd3dDevice = device;
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if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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return false;
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if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
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return false;
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ImGuiIO& io = ImGui::GetIO();
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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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io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
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io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
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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_Delete] = VK_DELETE;
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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_Escape] = VK_ESCAPE;
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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_V] = 'V';
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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.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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io.ImeWindowHandle = g_hWnd;
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return true;
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}
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void ImGui_ImplDX9_Shutdown()
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{
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ImGui_ImplDX9_InvalidateDeviceObjects();
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ImGui::Shutdown();
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g_pd3dDevice = NULL;
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g_hWnd = 0;
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}
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static bool ImGui_ImplDX9_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height, bytes_per_pixel;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
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// Upload texture to graphics system
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g_FontTexture = NULL;
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if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8B8G8R8, D3DPOOL_DEFAULT, &g_FontTexture) < 0)
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return false;
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D3DLOCKED_RECT tex_locked_rect;
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if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
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return false;
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for (int y = 0; y < height; y++)
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memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
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g_FontTexture->UnlockRect(0);
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// Store our identifier
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io.Fonts->TexID = (void *)g_FontTexture;
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return true;
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}
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bool ImGui_ImplDX9_CreateDeviceObjects()
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{
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if (!g_pd3dDevice)
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return false;
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if (!ImGui_ImplDX9_CreateFontsTexture())
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return false;
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return true;
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}
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void ImGui_ImplDX9_InvalidateDeviceObjects()
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{
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if (!g_pd3dDevice)
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return;
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if (g_pVB)
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{
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g_pVB->Release();
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g_pVB = NULL;
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}
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if (g_pIB)
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{
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g_pIB->Release();
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g_pIB = NULL;
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}
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if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
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{
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tex->Release();
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ImGui::GetIO().Fonts->TexID = 0;
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}
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g_FontTexture = NULL;
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}
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void ImGui_ImplDX9_NewFrame()
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{
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if (!g_FontTexture)
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ImGui_ImplDX9_CreateDeviceObjects();
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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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io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
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g_Time = current_time;
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// Read keyboard modifiers inputs
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io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
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io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
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io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
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io.KeySuper = false;
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// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
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// io.MousePos : filled by WM_MOUSEMOVE events
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// io.MouseDown : filled by WM_*BUTTON* events
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// io.MouseWheel : filled by WM_MOUSEWHEEL events
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// Hide OS mouse cursor if ImGui is drawing it
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SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
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// Start the frame
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ImGui::NewFrame();
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}
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