ca5337161d
PiperOrigin-RevId: 954769526 Change-Id: I4cdee083082f7d55c2babd5e664ec0283a2aaf63
424 lines
16 KiB
C++
424 lines
16 KiB
C++
// Dear ImGui: standalone example application for DirectX 11
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/
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// folder).
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// - Introduction, links and more at the top of imgui.cpp
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//=================================================================================================
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// @SAMPLE_EDIT
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#include <chrono>
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#include <thread>
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#include "Sample.h"
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//=================================================================================================
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#include <d3d11.h>
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#include <tchar.h>
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#include "imgui.h"
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#include "imgui_impl_dx11.h"
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#include "imgui_impl_win32.h"
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// Data
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ID3D11Device* g_pd3dDevice = nullptr; // @SAMPLE_EDIT (removed static)
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static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
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static IDXGISwapChain* g_pSwapChain = nullptr;
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static bool g_SwapChainOccluded = false;
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static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
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static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
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// Forward declarations of helper functions
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bool CreateDeviceD3D(HWND hWnd);
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void CleanupDeviceD3D();
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void CreateRenderTarget();
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void CleanupRenderTarget();
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Main code
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int main(int, char**) {
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// Make process DPI aware and obtain main monitor scale
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ImGui_ImplWin32_EnableDpiAwareness();
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float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(
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::MonitorFromPoint(POINT{0, 0}, MONITOR_DEFAULTTOPRIMARY));
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// Create application window
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WNDCLASSEXW wc = {sizeof(wc),
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CS_CLASSDC,
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WndProc,
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0L,
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0L,
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GetModuleHandle(nullptr),
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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L"ImGui Example",
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nullptr};
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::RegisterClassExW(&wc);
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HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example",
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WS_OVERLAPPEDWINDOW, 100, 100,
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(int)(1280 * main_scale), (int)(800 * main_scale),
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nullptr, nullptr, wc.hInstance, nullptr);
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// Initialize Direct3D
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if (!CreateDeviceD3D(hwnd)) {
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CleanupDeviceD3D();
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::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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return 1;
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}
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// Show the window
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::ShowWindow(hwnd, SW_SHOWDEFAULT);
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::UpdateWindow(hwnd);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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(void)io;
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io.ConfigFlags |=
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ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |=
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ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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// io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable
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// Multi-Viewport / Platform Windows // @SAMPLE_EDIT disabled temporarily
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// io.ConfigViewportsNoAutoMerge = true;
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// io.ConfigViewportsNoTaskBarIcon = true;
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// io.ConfigViewportsNoDefaultParent = true;
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// io.ConfigDockingAlwaysTabBar = true;
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// io.ConfigDockingTransparentPayload = true;
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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// ImGui::StyleColorsLight();
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// Setup scaling
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(
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main_scale); // Bake a fixed style scale. (until we have a solution for
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// dynamic style scaling, changing this requires resetting
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// Style + calling this again)
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style.FontScaleDpi =
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main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true
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// makes this unnecessary. We leave both here for
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// documentation purpose)
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io.ConfigDpiScaleFonts =
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true; // [Experimental] Automatically overwrite style.FontScaleDpi in
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// Begin() when Monitor DPI changes. This will scale fonts but
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// _NOT_ scale sizes/padding for now.
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io.ConfigDpiScaleViewports =
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true; // [Experimental] Scale Dear ImGui and Platform Windows when
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// Monitor DPI changes.
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform
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// windows can look identical to regular ones.
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
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style.WindowRounding = 0.0f;
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style.Colors[ImGuiCol_WindowBg].w = 1.0f;
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}
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can
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// also load multiple fonts and use ImGui::PushFont()/PopFont() to select
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// them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you
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// need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please
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// handle those errors in your application (e.g. use an assertion, or display
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// an error and quit).
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype
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// for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string
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// literal you need to write a double backslash \\ !
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// style.FontSizeBase = 20.0f;
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// io.Fonts->AddFontDefault();
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// io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
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// ImFont* font =
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// io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
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// IM_ASSERT(font != nullptr);
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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bool done = false;
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Sample::Base& sample = GetSample(); // @SAMPLE_EDIT
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done = !sample.Startup(); // @SAMPLE_EDIT
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while (!done) {
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// Poll and handle messages (inputs, window resize, etc.)
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// See the WndProc() function below for our to dispatch events to the Win32
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// backend.
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MSG msg;
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while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) {
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::TranslateMessage(&msg);
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::DispatchMessage(&msg);
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if (msg.message == WM_QUIT) done = true;
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}
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if (done) break;
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// Handle window being minimized or screen locked
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if (g_SwapChainOccluded &&
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g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) {
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::Sleep(10);
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continue;
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}
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g_SwapChainOccluded = false;
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// Handle window resize (we don't resize directly in the WM_SIZE handler)
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if (g_ResizeWidth != 0 && g_ResizeHeight != 0) {
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CleanupRenderTarget();
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g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight,
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DXGI_FORMAT_UNKNOWN, 0);
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g_ResizeWidth = g_ResizeHeight = 0;
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CreateRenderTarget();
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}
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// Start the Dear ImGui frame
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ImGui_ImplDX11_NewFrame();
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ImGui_ImplWin32_NewFrame();
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#if 0 // @SAMPLE_EDIT
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
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g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
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g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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}
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#endif // @SAMPLE_EDIT
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//=========================================================================================
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// @SAMPLE_EDIT EDIT TO ORIGINAL IMGUI main.cpp
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IM_UNUSED(show_demo_window);
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IM_UNUSED(show_another_window);
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// Avoids high CPU/GPU usage by releasing this thread until enough time has
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// passed
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static auto sLastTime = std::chrono::steady_clock::now();
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std::chrono::duration<float> elapsedSec =
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std::chrono::steady_clock::now() - sLastTime;
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if (elapsedSec.count() < 1.f / 120.f) {
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std::this_thread::sleep_for(std::chrono::microseconds(250));
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continue;
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}
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// Draw the Local Imgui UI and remote imgui UI
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sLastTime = std::chrono::steady_clock::now();
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const float clear_color_with_alpha[4] = {
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clear_color.x * clear_color.w, clear_color.y * clear_color.w,
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clear_color.z * clear_color.w, clear_color.w};
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g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
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g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView,
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clear_color_with_alpha);
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sample.Draw();
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if (ImGui::GetDrawData()) {
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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}
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// Update and render additional Platform Windows
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static int sLastFrame = -1;
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int newFrame = ImGui::GetFrameCount();
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if (sLastFrame != newFrame &&
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io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
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sLastFrame = newFrame;
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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}
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//=========================================================================================
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// Present
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// HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
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HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
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g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
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}
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// Cleanup
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ImGui_ImplDX11_Shutdown();
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ImGui_ImplWin32_Shutdown();
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sample.Shutdown(); // @SAMPLE_EDIT
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ImGui::DestroyContext();
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CleanupDeviceD3D();
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::DestroyWindow(hwnd);
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::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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return 0;
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}
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// Helper functions
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bool CreateDeviceD3D(HWND hWnd) {
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// Setup swap chain
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DXGI_SWAP_CHAIN_DESC sd;
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferCount = 2;
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sd.BufferDesc.Width = 0;
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sd.BufferDesc.Height = 0;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferDesc.RefreshRate.Numerator = 60;
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sd.BufferDesc.RefreshRate.Denominator = 1;
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sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.OutputWindow = hWnd;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.Windowed = TRUE;
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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UINT createDeviceFlags = 0;
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// createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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D3D_FEATURE_LEVEL featureLevel;
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const D3D_FEATURE_LEVEL featureLevelArray[2] = {
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_0,
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};
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HRESULT res = D3D11CreateDeviceAndSwapChain(
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nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags,
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featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain,
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&g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
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if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software
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// driver if hardware is not available.
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res = D3D11CreateDeviceAndSwapChain(
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nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags,
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featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain,
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&g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
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if (res != S_OK) return false;
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CreateRenderTarget();
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return true;
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}
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void CleanupDeviceD3D() {
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CleanupRenderTarget();
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if (g_pSwapChain) {
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g_pSwapChain->Release();
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g_pSwapChain = nullptr;
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}
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if (g_pd3dDeviceContext) {
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g_pd3dDeviceContext->Release();
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g_pd3dDeviceContext = nullptr;
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}
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if (g_pd3dDevice) {
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g_pd3dDevice->Release();
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g_pd3dDevice = nullptr;
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}
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}
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void CreateRenderTarget() {
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ID3D11Texture2D* pBackBuffer;
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g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr,
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&g_mainRenderTargetView);
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pBackBuffer->Release();
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}
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void CleanupRenderTarget() {
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if (g_mainRenderTargetView) {
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g_mainRenderTargetView->Release();
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g_mainRenderTargetView = nullptr;
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}
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}
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// Forward declare message handler from imgui_impl_win32.cpp
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd,
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UINT msg,
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WPARAM wParam,
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LPARAM lParam);
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// Win32 message handler
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if
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// dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your
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// main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to
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// your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from
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// your application based on those two flags.
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) return true;
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switch (msg) {
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case WM_SIZE:
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if (wParam == SIZE_MINIMIZED) return 0;
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g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
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g_ResizeHeight = (UINT)HIWORD(lParam);
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return 0;
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case WM_SYSCOMMAND:
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if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
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return 0;
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break;
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case WM_DESTROY:
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::PostQuitMessage(0);
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return 0;
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}
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return ::DefWindowProcW(hWnd, msg, wParam, lParam);
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}
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
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LPSTR lpCmdLine, int nShowCmd) {
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IM_UNUSED(hInstance);
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IM_UNUSED(hPrevInstance);
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IM_UNUSED(lpCmdLine);
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IM_UNUSED(nShowCmd);
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return main(0, nullptr);
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}
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//=================================================================================================
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