Kaynağa Gözat

Examples: Refactored directx9_example to be eaasier to copy & paste into user application.

ocornut 10 yıl önce
ebeveyn
işleme
7397425097

+ 4 - 2
examples/directx9_example/directx9_example.vcxproj

@@ -48,7 +48,7 @@
     <ClCompile>
     <ClCompile>
       <WarningLevel>Level3</WarningLevel>
       <WarningLevel>Level3</WarningLevel>
       <Optimization>Disabled</Optimization>
       <Optimization>Disabled</Optimization>
-      <AdditionalIncludeDirectories>$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     </ClCompile>
     <Link>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
       <GenerateDebugInformation>true</GenerateDebugInformation>
@@ -63,7 +63,7 @@
       <Optimization>MaxSpeed</Optimization>
       <Optimization>MaxSpeed</Optimization>
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
       <IntrinsicFunctions>true</IntrinsicFunctions>
-      <AdditionalIncludeDirectories>$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     </ClCompile>
     <Link>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
       <GenerateDebugInformation>true</GenerateDebugInformation>
@@ -76,11 +76,13 @@
   </ItemDefinitionGroup>
   </ItemDefinitionGroup>
   <ItemGroup>
   <ItemGroup>
     <ClCompile Include="..\..\imgui.cpp" />
     <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="imgui_impl_dx9.cpp" />
     <ClCompile Include="main.cpp" />
     <ClCompile Include="main.cpp" />
   </ItemGroup>
   </ItemGroup>
   <ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\imconfig.h" />
     <ClInclude Include="..\..\imconfig.h" />
     <ClInclude Include="..\..\imgui.h" />
     <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="imgui_impl_dx9.h" />
   </ItemGroup>
   </ItemGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
   <ImportGroup Label="ExtensionTargets">
   <ImportGroup Label="ExtensionTargets">

+ 6 - 0
examples/directx9_example/directx9_example.vcxproj.filters

@@ -16,6 +16,9 @@
     <ClCompile Include="..\..\imgui.cpp">
     <ClCompile Include="..\..\imgui.cpp">
       <Filter>imgui</Filter>
       <Filter>imgui</Filter>
     </ClCompile>
     </ClCompile>
+    <ClCompile Include="imgui_impl_dx9.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
   </ItemGroup>
   </ItemGroup>
   <ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\imconfig.h">
     <ClInclude Include="..\..\imconfig.h">
@@ -24,5 +27,8 @@
     <ClInclude Include="..\..\imgui.h">
     <ClInclude Include="..\..\imgui.h">
       <Filter>imgui</Filter>
       <Filter>imgui</Filter>
     </ClInclude>
     </ClInclude>
+    <ClInclude Include="imgui_impl_dx9.h">
+      <Filter>sources</Filter>
+    </ClInclude>
   </ItemGroup>
   </ItemGroup>
 </Project>
 </Project>

+ 262 - 0
examples/directx9_example/imgui_impl_dx9.cpp

@@ -0,0 +1,262 @@
+// ImGui Win32 + DirectX9 binding
+// https://github.com/ocornut/imgui
+
+#include <imgui.h>
+#include "imgui_impl_dx9.h"
+
+// DirectX
+#include <d3dx9.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+
+// Data
+static INT64                    g_Time = 0;
+static INT64                    g_TicksPerSecond = 0;
+static bool                     g_FontTextureLoaded = false;
+static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL;
+static LPDIRECT3DVERTEXBUFFER9  g_pVB = NULL;
+
+struct CUSTOMVERTEX
+{
+    D3DXVECTOR3 pos;
+    D3DCOLOR    col;
+    D3DXVECTOR2 uv;
+};
+#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+    size_t total_vtx_count = 0;
+    for (int n = 0; n < cmd_lists_count; n++)
+        total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+    if (total_vtx_count == 0)
+        return;
+
+    // Copy and convert all vertices into a single contiguous buffer
+    CUSTOMVERTEX* vtx_dst;
+    if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
+        return;
+    for (int n = 0; n < cmd_lists_count; n++)
+    {
+        const ImDrawList* cmd_list = cmd_lists[n];
+        const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+        for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+        {
+            vtx_dst->pos.x = vtx_src->pos.x;
+            vtx_dst->pos.y = vtx_src->pos.y;
+            vtx_dst->pos.z = 0.0f;
+            vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16);     // RGBA --> ARGB for DirectX9
+            vtx_dst->uv.x = vtx_src->uv.x;
+            vtx_dst->uv.y = vtx_src->uv.y;
+            vtx_dst++;
+            vtx_src++;
+        }
+    }
+    g_pVB->Unlock();
+
+    g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
+    g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
+
+    // Setup render state: alpha-blending, no face culling, no depth testing
+    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
+    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
+    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
+    g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
+    g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
+    g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
+    g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
+    g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
+    g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
+    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
+    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
+    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
+    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
+    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
+    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
+    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
+
+    // Setup orthographic projection matrix
+    D3DXMATRIXA16 mat;
+    D3DXMatrixIdentity(&mat);
+    g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
+    g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
+    D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
+    g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
+
+    // Render command lists
+    int vtx_offset = 0;
+    for (int n = 0; n < cmd_lists_count; n++)
+    {
+        // Render command list
+        const ImDrawList* cmd_list = cmd_lists[n];
+        for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+            const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+            g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
+            g_pd3dDevice->SetScissorRect(&r);
+            g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
+            vtx_offset += pcmd->vtx_count;
+        }
+    }
+}
+
+LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    switch (msg)
+    {
+    case WM_LBUTTONDOWN:
+        io.MouseDown[0] = true;
+        return true;
+    case WM_LBUTTONUP:
+        io.MouseDown[0] = false; 
+        return true;
+    case WM_RBUTTONDOWN:
+        io.MouseDown[1] = true; 
+        return true;
+    case WM_RBUTTONUP:
+        io.MouseDown[1] = false; 
+        return true;
+    case WM_MOUSEWHEEL:
+        io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+        return true;
+    case WM_MOUSEMOVE:
+        io.MousePos.x = (signed short)(lParam);
+        io.MousePos.y = (signed short)(lParam >> 16); 
+        return true;
+    case WM_KEYDOWN:
+        if (wParam >= 0 && wParam < 256)
+            io.KeysDown[wParam] = 1;
+        return true;
+    case WM_KEYUP:
+        if (wParam >= 0 && wParam < 256)
+            io.KeysDown[wParam] = 0;
+        return true;
+    case WM_CHAR:
+        // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+        if (wParam > 0 && wParam < 0x10000)
+            io.AddInputCharacter((unsigned short)wParam);
+        return true;
+    }
+    return 0;
+}
+
+void ImGui_ImplDX9_InitFontsTexture()
+{
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Build
+    unsigned char* pixels;
+    int width, height, bytes_per_pixel;
+    io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
+
+    // Create DX9 texture
+    LPDIRECT3DTEXTURE9 pTexture = NULL;
+    if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
+    {
+        IM_ASSERT(0);
+        return;
+    }
+    D3DLOCKED_RECT tex_locked_rect;
+    if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) 
+    {	
+        IM_ASSERT(0); 
+        return; 
+    }
+    for (int y = 0; y < height; y++)
+        memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
+    pTexture->UnlockRect(0);
+
+    // Store our identifier
+    io.Fonts->TexID = (void *)pTexture;
+    g_FontTextureLoaded = true;
+}
+
+bool    ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device, bool install_callbacks)
+{
+    g_pd3dDevice = device;
+    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) 
+        return false;
+    if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+        return false;
+
+    // FIXME
+    RECT rect;
+    GetClientRect((HWND)hwnd, &rect);
+    int display_w = (int)(rect.right - rect.left);
+    int display_h = (int)(rect.bottom - rect.top);
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.DisplaySize = ImVec2((float)display_w, (float)display_h);   // Display size, in pixels. For clamping windows positions.
+    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.
+    io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
+    io.KeyMap[ImGuiKey_Home] = VK_HOME;
+    io.KeyMap[ImGuiKey_End] = VK_END;
+    io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+    io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+    io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = 'A';
+    io.KeyMap[ImGuiKey_C] = 'C';
+    io.KeyMap[ImGuiKey_V] = 'V';
+    io.KeyMap[ImGuiKey_X] = 'X';
+    io.KeyMap[ImGuiKey_Y] = 'Y';
+    io.KeyMap[ImGuiKey_Z] = 'Z';
+
+    io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists;
+    io.ImeWindowHandle = hwnd;
+
+    // Create the vertex buffer
+    if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
+        return false;
+
+    return true;
+}
+
+void ImGui_ImplDX9_Shutdown()
+{
+    if (g_pVB)
+    {
+        g_pVB->Release();
+        g_pVB = NULL;
+    }
+    if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
+    {
+        tex->Release();
+        ImGui::GetIO().Fonts->TexID = 0;
+    }
+
+    ImGui::Shutdown();
+}
+
+void ImGui_ImplDX9_NewFrame()
+{
+    if (!g_FontTextureLoaded)
+        ImGui_ImplDX9_InitFontsTexture();
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup time step
+    INT64 current_time;
+    QueryPerformanceCounter((LARGE_INTEGER *)&current_time); 
+    io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
+    g_Time = current_time;
+
+    // Read keyboard modifiers inputs
+    io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
+    io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
+    // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
+    // io.MousePos : filled by WM_MOUSEMOVE events
+    // io.MouseDown : filled by WM_*BUTTON* events
+    // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+    // Start the frame
+    ImGui::NewFrame();
+}

+ 16 - 0
examples/directx9_example/imgui_impl_dx9.h

@@ -0,0 +1,16 @@
+// ImGui Win32 + DirectX9 binding
+// https://github.com/ocornut/imgui
+
+struct IDirect3DDevice9;
+
+bool        ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device, bool install_callbacks);
+void        ImGui_ImplDX9_InitFontsTexture();
+void        ImGui_ImplDX9_Shutdown();
+void        ImGui_ImplDX9_NewFrame();
+
+// Handler for Win32 messages, update mouse/keyboard data.
+// You may or not need this for your implementation, but it can serve as reference for handling inputs.
+// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
+/*
+extern LRESULT   ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/

+ 49 - 289
examples/directx9_example/main.cpp

@@ -1,112 +1,44 @@
 // ImGui - standalone example application for DirectX 9
 // ImGui - standalone example application for DirectX 9
+// TODO: Allow resizing the application window.
 
 
 #include <windows.h>
 #include <windows.h>
-#include "../../imgui.h"
-
-// DirectX 9
+#include <imgui.h>
+#include "imgui_impl_dx9.h"
 #include <d3dx9.h>
 #include <d3dx9.h>
 #define DIRECTINPUT_VERSION 0x0800
 #define DIRECTINPUT_VERSION 0x0800
 #include <dinput.h>
 #include <dinput.h>
 
 
-#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strdup
-
-static HWND                    hWnd;
-static LPDIRECT3D9             g_pD3D = NULL;       // Used to create the D3DDevice
-static LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
-static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;        // Buffer to hold vertices
-struct CUSTOMVERTEX
-{
-    D3DXVECTOR3 pos;
-    D3DCOLOR    col;
-    D3DXVECTOR2 uv;
-};
-#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
-
-// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
-// If text or lines are blurry when integrating ImGui in your engine:
-// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
-static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
 {
 {
-    size_t total_vtx_count = 0;
-    for (int n = 0; n < cmd_lists_count; n++)
-        total_vtx_count += cmd_lists[n]->vtx_buffer.size();
-    if (total_vtx_count == 0)
-        return;
+    if (ImGui_ImplDX9_WndProcHandler(hWnd, msg, wParam, lParam))
+        return true;
 
 
-    // Copy and convert all vertices into a single contiguous buffer
-    CUSTOMVERTEX* vtx_dst;
-    if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
-        return;
-    for (int n = 0; n < cmd_lists_count; n++)
+    switch (msg)
     {
     {
-        const ImDrawList* cmd_list = cmd_lists[n];
-        const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
-        for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
-        {
-            vtx_dst->pos.x = vtx_src->pos.x;
-            vtx_dst->pos.y = vtx_src->pos.y;
-            vtx_dst->pos.z = 0.0f;
-            vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16);     // RGBA --> ARGB for DirectX9
-            vtx_dst->uv.x = vtx_src->uv.x;
-            vtx_dst->uv.y = vtx_src->uv.y;
-            vtx_dst++;
-            vtx_src++;
-        }
+    case WM_DESTROY:
+        PostQuitMessage(0);
+        return 0;
     }
     }
-    g_pVB->Unlock();
-
-    g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
-    g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
+    return DefWindowProc(hWnd, msg, wParam, lParam);
+}
 
 
-    // Setup render state: alpha-blending, no face culling, no depth testing
-    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
-    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
-    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
-    g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
-    g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
-    g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
-    g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
-    g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
-    g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
-    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
-    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
-    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
-    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
-    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
-    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
-    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
+int main(int argc, char** argv)
+{
+    // Register the window class
+    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
+    RegisterClassEx(&wc);
 
 
-    // Setup orthographic projection matrix
-    D3DXMATRIXA16 mat;
-    D3DXMatrixIdentity(&mat);
-    g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
-    g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
-    D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
-    g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
+    // Create the application's window
+    HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
 
 
-    // Render command lists
-    int vtx_offset = 0;
-    for (int n = 0; n < cmd_lists_count; n++)
+    // Initialize Direct3D
+    LPDIRECT3D9 pD3D;
+    if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
     {
     {
-        // Render command list
-        const ImDrawList* cmd_list = cmd_lists[n];
-        for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
-        {
-            const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
-            const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
-            g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
-            g_pd3dDevice->SetScissorRect(&r);
-            g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
-            vtx_offset += pcmd->vtx_count;
-        }
+        UnregisterClass(L"ImGui Example", wc.hInstance);
+        return 0;
     }
     }
-}
-
-HRESULT InitDeviceD3D(HWND hWnd)
-{
-    if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
-        return E_FAIL;
-
     D3DPRESENT_PARAMETERS d3dpp;
     D3DPRESENT_PARAMETERS d3dpp;
     ZeroMemory(&d3dpp, sizeof(d3dpp));
     ZeroMemory(&d3dpp, sizeof(d3dpp));
     d3dpp.Windowed = TRUE;
     d3dpp.Windowed = TRUE;
@@ -117,207 +49,32 @@ HRESULT InitDeviceD3D(HWND hWnd)
     d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
     d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
 
 
     // Create the D3DDevice
     // Create the D3DDevice
-    if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
-        return E_FAIL;
-
-    return S_OK;
-}
-
-void CleanupDevice()
-{
-    // InitImGui
-    if (g_pVB) g_pVB->Release();
-
-    // InitDeviceD3D
-    if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
-        tex->Release();
-    if (g_pd3dDevice) g_pd3dDevice->Release();
-    if (g_pD3D) g_pD3D->Release();
-}
-
-LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
-{
-    ImGuiIO& io = ImGui::GetIO();
-    switch (msg)
+    LPDIRECT3DDEVICE9 pd3dDevice = NULL;
+    if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &pd3dDevice) < 0)
     {
     {
-    case WM_LBUTTONDOWN:
-        io.MouseDown[0] = true;
-        return true;
-    case WM_LBUTTONUP:
-        io.MouseDown[0] = false; 
-        return true;
-    case WM_RBUTTONDOWN:
-        io.MouseDown[1] = true; 
-        return true;
-    case WM_RBUTTONUP:
-        io.MouseDown[1] = false; 
-        return true;
-    case WM_MOUSEWHEEL:
-        io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
-        return true;
-    case WM_MOUSEMOVE:
-        // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
-        io.MousePos.x = (signed short)(lParam);
-        io.MousePos.y = (signed short)(lParam >> 16); 
-        return true;
-    case WM_KEYDOWN:
-        if (wParam >= 0 && wParam < 256)
-            io.KeysDown[wParam] = 1;
-        return true;
-    case WM_KEYUP:
-        if (wParam >= 0 && wParam < 256)
-            io.KeysDown[wParam] = 0;
-        return true;
-    case WM_CHAR:
-        // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
-        if (wParam > 0 && wParam < 0x10000)
-            io.AddInputCharacter((unsigned short)wParam);
-        return true;
-    case WM_DESTROY:
-        CleanupDevice();
-        PostQuitMessage(0);
+        pD3D->Release();
+        UnregisterClass(L"ImGui Example", wc.hInstance);
         return 0;
         return 0;
     }
     }
-    return DefWindowProc(hWnd, msg, wParam, lParam);
-}
 
 
-void LoadFontsTexture()
-{
-    // Load one or more font
-    ImGuiIO& io = ImGui::GetIO();
+    ShowWindow(hwnd, SW_SHOWDEFAULT);
+    UpdateWindow(hwnd);
+
+    // ImGui
+    ImGui_ImplDX9_Init(hwnd, pd3dDevice, true);
+    //ImGuiIO& io = ImGui::GetIO();
     //ImFont* my_font1 = io.Fonts->AddFontDefault();
     //ImFont* my_font1 = io.Fonts->AddFontDefault();
     //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
     //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
     //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
     //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
     //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
     //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
     //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
     //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
-
-    // Build
-    unsigned char* pixels;
-    int width, height, bytes_per_pixel;
-    io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
-
-    // Create texture
-    LPDIRECT3DTEXTURE9 pTexture = NULL;
-    if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
-    {
-        IM_ASSERT(0);
-        return;
-    }
-
-    // Copy pixels
-    D3DLOCKED_RECT tex_locked_rect;
-    if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) 
-    {	
-        IM_ASSERT(0); 
-        return; 
-    }
-    for (int y = 0; y < height; y++)
-        memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
-    pTexture->UnlockRect(0);
-
-    // Store our identifier
-    io.Fonts->TexID = (void *)pTexture;
-}
-
-void InitImGui()
-{
-    RECT rect;
-    GetClientRect(hWnd, &rect);
-    int display_w = (int)(rect.right - rect.left);
-    int display_h = (int)(rect.bottom - rect.top);
-
-    ImGuiIO& io = ImGui::GetIO();
-    io.DisplaySize = ImVec2((float)display_w, (float)display_h);   // Display size, in pixels. For clamping windows positions.
-    io.DeltaTime = 1.0f/60.0f;                                     // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
-    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.
-    io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
-    io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
-    io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
-    io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
-    io.KeyMap[ImGuiKey_Home] = VK_HOME;
-    io.KeyMap[ImGuiKey_End] = VK_END;
-    io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
-    io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
-    io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
-    io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
-    io.KeyMap[ImGuiKey_A] = 'A';
-    io.KeyMap[ImGuiKey_C] = 'C';
-    io.KeyMap[ImGuiKey_V] = 'V';
-    io.KeyMap[ImGuiKey_X] = 'X';
-    io.KeyMap[ImGuiKey_Y] = 'Y';
-    io.KeyMap[ImGuiKey_Z] = 'Z';
-
-    io.RenderDrawListsFn = ImImpl_RenderDrawLists;
-    io.ImeWindowHandle = hWnd;
-    
-    // Create the vertex buffer
-    if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
-    {
-        IM_ASSERT(0);
-        return;
-    }
-
-    LoadFontsTexture();
-}
-
-INT64 ticks_per_second = 0;
-INT64 last_time = 0;
-
-void UpdateImGui()
-{
-    ImGuiIO& io = ImGui::GetIO();
-
-    // Setup time step
-    INT64 current_time;
-    QueryPerformanceCounter((LARGE_INTEGER *)&current_time); 
-    io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
-    last_time = current_time;
-
-    // Read keyboard modifiers inputs
-    io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
-    io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
-    // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
-    // io.MousePos : filled by WM_MOUSEMOVE events
-    // io.MouseDown : filled by WM_*BUTTON* events
-    // io.MouseWheel : filled by WM_MOUSEWHEEL events
-
-    // Start the frame
-    ImGui::NewFrame();
-}
-
-int main(int argc, char** argv)
-{
-    // Register the window class
-    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
-    RegisterClassEx(&wc);
-
-    // Create the application's window
-    hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
-
-    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
-        return 1;
-    if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
-        return 1;
-
-    // Initialize Direct3D
-    if (InitDeviceD3D(hWnd) < 0)
-    {
-        CleanupDevice();
-        UnregisterClass(L"ImGui Example", wc.hInstance);
-        return 1;
-    }
-
-    // Show the window
-    ShowWindow(hWnd, SW_SHOWDEFAULT);
-    UpdateWindow(hWnd);
-
-    InitImGui();
+    ImGui_ImplDX9_InitFontsTexture();
 
 
     bool show_test_window = true;
     bool show_test_window = true;
     bool show_another_window = false;
     bool show_another_window = false;
     ImVec4 clear_col = ImColor(114, 144, 154);
     ImVec4 clear_col = ImColor(114, 144, 154);
 
 
-    // Enter the message loop
+    // Main loop
     MSG msg;
     MSG msg;
     ZeroMemory(&msg, sizeof(msg));
     ZeroMemory(&msg, sizeof(msg));
     while (msg.message != WM_QUIT)
     while (msg.message != WM_QUIT)
@@ -328,7 +85,7 @@ int main(int argc, char** argv)
             DispatchMessage(&msg);
             DispatchMessage(&msg);
             continue;
             continue;
         }
         }
-        UpdateImGui();
+        ImGui_ImplDX9_NewFrame();
 
 
         // 1. Show a simple window
         // 1. Show a simple window
         // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
         // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
@@ -358,21 +115,24 @@ int main(int argc, char** argv)
         }
         }
 
 
         // Rendering
         // Rendering
-        g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
-        g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
-        g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
+        pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
+        pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
+        pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
         D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_col.x*255.0f), (int)(clear_col.y*255.0f), (int)(clear_col.z*255.0f), (int)(clear_col.w*255.0f));
         D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_col.x*255.0f), (int)(clear_col.y*255.0f), (int)(clear_col.z*255.0f), (int)(clear_col.w*255.0f));
-        g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
-        if (g_pd3dDevice->BeginScene() >= 0)
+        pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
+        if (pd3dDevice->BeginScene() >= 0)
         {
         {
             ImGui::Render();
             ImGui::Render();
-            g_pd3dDevice->EndScene();
+            pd3dDevice->EndScene();
         }
         }
-        g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
+        pd3dDevice->Present(NULL, NULL, NULL, NULL);
     }
     }
 
 
-    ImGui::Shutdown();
+    ImGui_ImplDX9_Shutdown();
 
 
+    if (pd3dDevice) pd3dDevice->Release();
+    if (pD3D) pD3D->Release();
     UnregisterClass(L"ImGui Example", wc.hInstance);
     UnregisterClass(L"ImGui Example", wc.hInstance);
+
     return 0;
     return 0;
 }
 }