Remove directx code out of main
This commit is contained in:
parent
da96d13a07
commit
f3c5095964
544
Main.cpp
544
Main.cpp
@ -1,554 +1,22 @@
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// Test main method can go in here, can be useful for quick testing in the console.
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//#define _TEST
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#ifdef _TEST
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#ifdef _DIRECTX9
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// Dear ImGui: standalone example application for DirectX 9
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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/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#include "imgui.h"
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#include "imgui_impl_dx9.h"
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#if _WIN32
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#include "imgui_impl_win32.h"
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#include <Windows.h>
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#endif
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#include <d3d9.h>
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#include <tchar.h>
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#include <string>
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#include <string.h>
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#include <iostream>
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#include <fstream>
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#include "util/textFileFunctions.h"
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// https://www.geeksforgeeks.org/macros-and-its-types-in-c-cpp/
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// Test macros
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#define LIMIT 5
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// Test code
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#ifndef _TEST
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#define _TEST
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#endif
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// Data
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static LPDIRECT3D9 g_pD3D = nullptr;
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static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr;
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static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
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static D3DPRESENT_PARAMETERS g_d3dpp = {};
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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 ResetDevice();
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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static void HelpMarker(const char* desc)
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{
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ImGui::TextDisabled("(?)");
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if (ImGui::BeginItemTooltip())
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{
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ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
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ImGui::TextUnformatted(desc);
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ImGui::PopTextWrapPos();
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ImGui::EndTooltip();
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}
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}
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// Windows specific features
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// https://stackoverflow.com/questions/41600981/how-do-i-check-if-a-key-is-pressed-on-c
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#ifdef _WIN32
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SHORT keyState = GetKeyState(VK_CAPITAL/*(caps lock)*/);
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bool isToggled = keyState & 1;
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bool isDown = keyState & 0x8000;
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//[DllImport("kernel32.dll")]
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//static extern IntPtr GetConsoleWindow();
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#endif
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// Will this work?
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static void setBulletText(const char* text)
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{
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ImGui::BulletText(text);
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}
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//
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int test()
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{
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int num1 = 5;
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int num2 = 10;
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return num1 + num2;
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}
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// https://www.geeksforgeeks.org/converting-number-to-string-in-cpp/
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// Prints the value of
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std::string testString1()
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{
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int num1 = 5;
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int num2 = 10;
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int sum = num1 + num2;
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std::string num1_string = std::to_string(num1);
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std::string num2_string = std::to_string(num2);
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std::string sum_string = std::to_string(sum);
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return "The value of " + num1_string + " + " + num2_string + " = " + sum_string;
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}
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// imgui_demo line 256
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static void ShowWindow(bool* p_open)
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{
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static bool show_main_menu = false;
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if (show_main_menu)
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{
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if (ImGui::Begin("Test"))
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{
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ImGui::Text("Hello World!");
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}
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}
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if (!ImGui::Begin("Test", p_open))
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{
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ImGui::End();
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return;
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}
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}
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// Main code
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int main(int, char**)
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{
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#ifdef _TEST
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//std::cout << testString1();
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std::cout << "Hello world!";
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#else
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
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::RegisterClassExW(&wc);
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HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
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// Initialize Direct3D
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if (!CreateDeviceD3D(hwnd))
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{
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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(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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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 Platform/Renderer backends
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX9_Init(g_pd3dDevice);
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype 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 literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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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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// Show window
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// Main loop
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bool done = false;
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bool button1_clicked = false;
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static bool show_app_main_menu_bar = false;
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//static bool toggle_text = false;
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static bool dark_mode = false;
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static bool define_test = false;
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while (!done)
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{
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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 backend.
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MSG msg;
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while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
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{
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::TranslateMessage(&msg);
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::DispatchMessage(&msg);
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if (msg.message == WM_QUIT)
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done = true;
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}
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if (done)
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break;
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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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{
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g_d3dpp.BackBufferWidth = g_ResizeWidth;
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g_d3dpp.BackBufferHeight = g_ResizeHeight;
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g_ResizeWidth = g_ResizeHeight = 0;
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ResetDevice();
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}
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// Start the Dear ImGui frame
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ImGui_ImplDX9_NewFrame();
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ImGui_ImplWin32_NewFrame();
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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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if (ImGui::Begin("My new window", nullptr, ImGuiWindowFlags_MenuBar))
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{
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// Menu bar
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("Test"))
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{
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ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar);
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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// Main testing header.
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if (ImGui::CollapsingHeader("test1"))
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{
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ImGui::BulletText("Hello, this should show up.");
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ImGui::Separator();
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// Menu toggle button
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if (ImGui::Button("Menu toggle"))
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{
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std::cout << "Test" << std::endl;
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// How would I check if dark mode is enabled?
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//if (ImGui::GetStyle == ImGui) {
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//ImGui::StyleColorsLight();
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//}
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//else
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// {
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//ImGui::StyleColorsDark();
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//}
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}
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// I couldn't figure this out yet.
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// This shows up for a second then dies.
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ImGui::Separator();
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if (!ImGui::Button("Click"))
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{
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button1_clicked = false;
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}
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else
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{
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button1_clicked = true;
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}
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if (!button1_clicked)
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{
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setBulletText("You clicked the button");
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}
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else
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{
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ImGui::BulletText("Button not pressed.");
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//ImGui::BulletText("You clicked the button!");
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}
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//}
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//if (ImGui::Button("Click"))
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//{
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// setBulletText("You clicked the button");
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// //ImGui::BulletText("You clicked the button!");
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//}
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//else
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//{
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// ImGui::BulletText("Button not pressed.");
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//}
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ImGui::Separator();
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// This below works for a dark mode toggle.
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// 5-16-2024 @ 9:14PM
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#ifndef _TEST
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#define _TEST
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#endif
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#ifdef _TEST
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// Well the checkbox is inverted lol, oh well I'll fix it later.
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// If it is checked it turns off dark mode, I guess its because I have dark mode as the default theme.
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if (!ImGui::Checkbox("Dark Mode", &dark_mode))
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{
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if (!dark_mode)
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{
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ImGui::StyleColorsDark();
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ImGui::BulletText("On");
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}
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else
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{
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ImGui::StyleColorsLight();
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ImGui::BulletText("Off");
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}
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}
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#else
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ImGui::Checkbox("Dark Mode", &dark_mode);
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if (dark_mode)
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{
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ImGui::StyleColorsLight();
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ImGui::BulletText("Off");
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}
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else
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{
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ImGui::StyleColorsDark();
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ImGui::BulletText("On");
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}
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#endif //_TEST
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// Disable preprocessor
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#undef _TEST
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// This works for toggling the demo window on and off
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ImGui::Checkbox("Demo window", &show_demo_window);
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// Possibly implement feature to read from a text file and write it to some output box.
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//ImGui::Text("Test");
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//const char *test = "Test";
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//// I never did get this working yet.
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//// https://www.programiz.com/cpp-programming/buffer
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//char* buf = new char[40];
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////char InputBuf[256];
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//// https://stackoverflow.com/questions/502856/whats-the-difference-between-size-t-and-int-in-c
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//size_t num = 1;
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////char deref = &test;
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//// This doesn't work right.
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//if (ImGui::InputText("##Username", buf, num))
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//{
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// //std::cout << buf;
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//}
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// This works.
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if (ImGui::IsMousePosValid())
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ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
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else
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ImGui::Text("Mouse pos: <INVALID>");
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//if (ImGui::Checkbox("Show Text", &toggle_text))
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//{
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// ImGui::BulletText("Hello");
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//}
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//else
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//{
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// ImGui::BulletText("Hola");
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//}
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// How do I update this text in code?
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// Like if a button is pressed.
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//ImGui::Separator();
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//ImGui::BulletText("Test");
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#ifdef _TEST
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ImGui::Checkbox("Define Test", &define_test);
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if (define_test)
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{
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ImGui::Text("Value of limit is: " + LIMIT);
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std::cout << "Value of limit is " << LIMIT;
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}
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#endif //_TEST
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}
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// End main test menu
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// Text file functions test menu
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if (ImGui::CollapsingHeader("Text File Functions"))
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{
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ImGui::BulletText("I will add reading files, writing and more to this.");
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ImGui::Separator();
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// I almost got this working 5-17-2024 @ 3:14PM
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// It doesn't print out all of the lines from the return value.
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if (ImGui::Button("Test"))
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{
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TextFileFunctions::printTextOutput("test.txt");
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//std::cout << TextFileFunctions::printTextOutput("test.txt") << std::endl;
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}
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}
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// End Text file functions test menu
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//if (ImGui::BeginMenu("My menu"))
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//{
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// //ImGui::BulletText("You should see this");
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// ImGui::MenuItem("test", NULL);
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// ImGui::EndMenu();
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//}
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}
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// End ImGui
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ImGui::End();
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// Rendering
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ImGui::EndFrame();
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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_SCISSORTESTENABLE, FALSE);
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D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x * clear_color.w * 255.0f), (int)(clear_color.y * clear_color.w * 255.0f), (int)(clear_color.z * clear_color.w * 255.0f), (int)(clear_color.w * 255.0f));
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g_pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
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if (g_pd3dDevice->BeginScene() >= 0)
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{
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ImGui::Render();
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ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
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g_pd3dDevice->EndScene();
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}
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HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr);
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// Handle loss of D3D9 device
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if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
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ResetDevice();
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}
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ImGui_ImplDX9_Shutdown();
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ImGui_ImplWin32_Shutdown();
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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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std::cout << "Hello World!" << std::endl;
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return 0;
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#endif //_TEST
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}
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// Helper functions
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bool CreateDeviceD3D(HWND hWnd)
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{
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if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)
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return false;
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// Create the D3DDevice
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ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
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g_d3dpp.Windowed = TRUE;
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g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
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g_d3dpp.EnableAutoDepthStencil = TRUE;
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g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
|
||||
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
|
||||
if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
|
||||
if (g_pD3D) { g_pD3D->Release(); g_pD3D = nullptr; }
|
||||
}
|
||||
|
||||
void ResetDevice()
|
||||
{
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
|
||||
if (hr == D3DERR_INVALIDCALL)
|
||||
IM_ASSERT(0);
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// Forward declare message handler from imgui_impl_win32.cpp
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
// Win32 message handler
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (wParam == SIZE_MINIMIZED)
|
||||
return 0;
|
||||
g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
|
||||
g_ResizeHeight = (UINT)HIWORD(lParam);
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
::PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return ::DefWindowProcW(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
#endif //_DIRECTX9
|
||||
|
||||
#else
|
||||
|
||||
#include <string>
|
||||
#include <iostream>
|
||||
|
||||
|
||||
|
||||
// Main code
|
||||
// I moved the DirectX9 code into the test/directx9_test.cpp file,
|
||||
// The code above is disabled with a preprocessor.
|
||||
|
Loading…
Reference in New Issue
Block a user