text: // dear imgui: standalone example application for DirectX 10
  // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
  
  #include "imgui.h"
  #include "imgui_impl_win32.h"
  #include "imgui_impl_dx10.h"
  #include <d3d10_1.h>
  #include <d3d10.h>
  #define DIRECTINPUT_VERSION 0x0800
  #include <dinput.h>
  #include <tchar.h>
  
  // Data
  static ID3D10Device*            g_pd3dDevice = NULL;
  static IDXGISwapChain*          g_pSwapChain = NULL;
  static ID3D10RenderTargetView*  g_mainRenderTargetView = NULL;
  
  // Forward declarations of helper functions
  bool CreateDeviceD3D(HWND hWnd);
  void CleanupDeviceD3D();
  void CreateRenderTarget();
  void CleanupRenderTarget();
  LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  
  // Main code
  int main(int, char**)
  {
      // Create application window
      //ImGui_ImplWin32_EnableDpiAwareness();
      WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
      ::RegisterClassEx(&wc);
      HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  
      // Initialize Direct3D
      if (!CreateDeviceD3D(hwnd))
      {
          CleanupDeviceD3D();
          ::UnregisterClass(wc.lpszClassName, wc.hInstance);
          return 1;
      }
  
      // Show the window
      ::ShowWindow(hwnd, SW_SHOWDEFAULT);
      ::UpdateWindow(hwnd);
  
      // Setup Dear ImGui context
      IMGUI_CHECKVERSION();
      ImGui::CreateContext();
      ImGuiIO& io = ImGui::GetIO(); (void)io;
      //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
      //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
  
      // Setup Dear ImGui style
      ImGui::StyleColorsDark();
      //ImGui::StyleColorsClassic();
  
      // Setup Platform/Renderer backends
      ImGui_ImplWin32_Init(hwnd);
      ImGui_ImplDX10_Init(g_pd3dDevice);
  
      // Load Fonts
      // - 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.
      // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
      // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
      // - 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.
      // - Read 'docs/FONTS.md' for more instructions and details.
      // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
      //io.Fonts->AddFontDefault();
      //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
      //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
      //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
      //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
      //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
      //IM_ASSERT(font != NULL);
  
      // Our state
      bool show_demo_window = true;
      bool show_another_window = false;
      ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  
      // Main loop
      MSG msg;
      ZeroMemory(&msg, sizeof(msg));
      while (msg.message != WM_QUIT)
      {
          // Poll and handle messages (inputs, window resize, etc.)
          // 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.
          // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
          // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
          if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
          {
              ::TranslateMessage(&msg);
              ::DispatchMessage(&msg);
              continue;
          }
  
          // Start the Dear ImGui frame
          ImGui_ImplDX10_NewFrame();
          ImGui_ImplWin32_NewFrame();
          ImGui::NewFrame();
  
          // 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!).
          if (show_demo_window)
              ImGui::ShowDemoWindow(&show_demo_window);
  
          // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
          {
              static float f = 0.0f;
              static int counter = 0;
  
              ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
  
              ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
              ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
              ImGui::Checkbox("Another Window", &show_another_window);
  
              ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
              ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  
              if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
                  counter++;
              ImGui::SameLine();
              ImGui::Text("counter = %d", counter);
  
              ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
              ImGui::End();
          }
  
          // 3. Show another simple window.
          if (show_another_window)
          {
              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)
              ImGui::Text("Hello from another window!");
              if (ImGui::Button("Close Me"))
                  show_another_window = false;
              ImGui::End();
          }
  
          // Rendering
          ImGui::Render();
          g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
          g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
          ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
  
          g_pSwapChain->Present(1, 0); // Present with vsync
          //g_pSwapChain->Present(0, 0); // Present without vsync
      }
  
      ImGui_ImplDX10_Shutdown();
      ImGui_ImplWin32_Shutdown();
      ImGui::DestroyContext();
  
      CleanupDeviceD3D();
      ::DestroyWindow(hwnd);
      ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  
      return 0;
  }
  
  // Helper functions
  
  bool CreateDeviceD3D(HWND hWnd)
  {
      // Setup swap chain
      DXGI_SWAP_CHAIN_DESC sd;
      ZeroMemory(&sd, sizeof(sd));
      sd.BufferCount = 2;
      sd.BufferDesc.Width = 0;
      sd.BufferDesc.Height = 0;
      sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
      sd.BufferDesc.RefreshRate.Numerator = 60;
      sd.BufferDesc.RefreshRate.Denominator = 1;
      sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
      sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
      sd.OutputWindow = hWnd;
      sd.SampleDesc.Count = 1;
      sd.SampleDesc.Quality = 0;
      sd.Windowed = TRUE;
      sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  
      UINT createDeviceFlags = 0;
      //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
      if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
          return false;
  
      CreateRenderTarget();
      return true;
  }
  
  void CleanupDeviceD3D()
  {
      CleanupRenderTarget();
      if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
      if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  }
  
  void CreateRenderTarget()
  {
      ID3D10Texture2D* pBackBuffer;
      g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
      g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
      pBackBuffer->Release();
  }
  
  void CleanupRenderTarget()
  {
      if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  }
  
  // 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
  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 (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
          {
              CleanupRenderTarget();
              g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
              CreateRenderTarget();
          }
          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 ::DefWindowProc(hWnd, msg, wParam, lParam);
  }
  