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- // Dear ImGui: standalone example application for DirectX 12
- // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
- // Read online: https://github.com/ocornut/imgui/tree/master/docs
- // Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'.
- // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
- // This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
- #include "imgui.h"
- #include "imgui_impl_win32.h"
- #include "imgui_impl_dx12.h"
- #include <d3d12.h>
- #include <dxgi1_4.h>
- #include <tchar.h>
- #ifdef _DEBUG
- #define DX12_ENABLE_DEBUG_LAYER
- #endif
- #ifdef DX12_ENABLE_DEBUG_LAYER
- #include <dxgidebug.h>
- #pragma comment(lib, "dxguid.lib")
- #endif
- struct FrameContext
- {
- ID3D12CommandAllocator* CommandAllocator;
- UINT64 FenceValue;
- };
- // Data
- static int const NUM_FRAMES_IN_FLIGHT = 3;
- static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
- static UINT g_frameIndex = 0;
- static int const NUM_BACK_BUFFERS = 3;
- static ID3D12Device* g_pd3dDevice = NULL;
- static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
- static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
- static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
- static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
- static ID3D12Fence* g_fence = NULL;
- static HANDLE g_fenceEvent = NULL;
- static UINT64 g_fenceLastSignaledValue = 0;
- static IDXGISwapChain3* g_pSwapChain = NULL;
- static HANDLE g_hSwapChainWaitableObject = NULL;
- static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
- static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
- // Forward declarations of helper functions
- bool CreateDeviceD3D(HWND hWnd);
- void CleanupDeviceD3D();
- void CreateRenderTarget();
- void CleanupRenderTarget();
- void WaitForLastSubmittedFrame();
- FrameContext* WaitForNextFrameResources();
- 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 DirectX12 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_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
- DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
- g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
- g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
- // 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
- bool done = false;
- while (!done)
- {
- // 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.
- MSG msg;
- while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
- {
- ::TranslateMessage(&msg);
- ::DispatchMessage(&msg);
- if (msg.message == WM_QUIT)
- done = true;
- }
- if (done)
- break;
- // Start the Dear ImGui frame
- ImGui_ImplDX12_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();
- FrameContext* frameCtx = WaitForNextFrameResources();
- UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
- frameCtx->CommandAllocator->Reset();
- D3D12_RESOURCE_BARRIER barrier = {};
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
- g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL);
- g_pd3dCommandList->ResourceBarrier(1, &barrier);
- // Render Dear ImGui graphics
- 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 };
- g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL);
- g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
- g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
- ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
- g_pd3dCommandList->ResourceBarrier(1, &barrier);
- g_pd3dCommandList->Close();
- g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
- g_pSwapChain->Present(1, 0); // Present with vsync
- //g_pSwapChain->Present(0, 0); // Present without vsync
- UINT64 fenceValue = g_fenceLastSignaledValue + 1;
- g_pd3dCommandQueue->Signal(g_fence, fenceValue);
- g_fenceLastSignaledValue = fenceValue;
- frameCtx->FenceValue = fenceValue;
- }
- WaitForLastSubmittedFrame();
- // Cleanup
- ImGui_ImplDX12_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_DESC1 sd;
- {
- ZeroMemory(&sd, sizeof(sd));
- sd.BufferCount = NUM_BACK_BUFFERS;
- sd.Width = 0;
- sd.Height = 0;
- sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
- sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- sd.SampleDesc.Count = 1;
- sd.SampleDesc.Quality = 0;
- sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
- sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
- sd.Scaling = DXGI_SCALING_STRETCH;
- sd.Stereo = FALSE;
- }
- // [DEBUG] Enable debug interface
- #ifdef DX12_ENABLE_DEBUG_LAYER
- ID3D12Debug* pdx12Debug = NULL;
- if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
- pdx12Debug->EnableDebugLayer();
- #endif
- // Create device
- D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
- if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
- return false;
- // [DEBUG] Setup debug interface to break on any warnings/errors
- #ifdef DX12_ENABLE_DEBUG_LAYER
- if (pdx12Debug != NULL)
- {
- ID3D12InfoQueue* pInfoQueue = NULL;
- g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
- pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
- pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
- pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
- pInfoQueue->Release();
- pdx12Debug->Release();
- }
- #endif
- {
- D3D12_DESCRIPTOR_HEAP_DESC desc = {};
- desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
- desc.NumDescriptors = NUM_BACK_BUFFERS;
- desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
- desc.NodeMask = 1;
- if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
- return false;
- SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
- D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
- for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
- {
- g_mainRenderTargetDescriptor[i] = rtvHandle;
- rtvHandle.ptr += rtvDescriptorSize;
- }
- }
- {
- D3D12_DESCRIPTOR_HEAP_DESC desc = {};
- desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
- desc.NumDescriptors = 1;
- desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
- if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
- return false;
- }
- {
- D3D12_COMMAND_QUEUE_DESC desc = {};
- desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
- desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
- desc.NodeMask = 1;
- if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
- return false;
- }
- for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
- if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
- return false;
- if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
- g_pd3dCommandList->Close() != S_OK)
- return false;
- if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
- return false;
- g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
- if (g_fenceEvent == NULL)
- return false;
- {
- IDXGIFactory4* dxgiFactory = NULL;
- IDXGISwapChain1* swapChain1 = NULL;
- if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
- return false;
- if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK)
- return false;
- if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
- return false;
- swapChain1->Release();
- dxgiFactory->Release();
- g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
- g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
- }
- CreateRenderTarget();
- return true;
- }
- void CleanupDeviceD3D()
- {
- CleanupRenderTarget();
- if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, NULL); g_pSwapChain->Release(); g_pSwapChain = NULL; }
- if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
- for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
- if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
- if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
- if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
- if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
- if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
- if (g_fence) { g_fence->Release(); g_fence = NULL; }
- if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
- if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
- #ifdef DX12_ENABLE_DEBUG_LAYER
- IDXGIDebug1* pDebug = NULL;
- if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
- {
- pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
- pDebug->Release();
- }
- #endif
- }
- void CreateRenderTarget()
- {
- for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
- {
- ID3D12Resource* pBackBuffer = NULL;
- g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
- g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
- g_mainRenderTargetResource[i] = pBackBuffer;
- }
- }
- void CleanupRenderTarget()
- {
- WaitForLastSubmittedFrame();
- for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
- if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
- }
- void WaitForLastSubmittedFrame()
- {
- FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
- UINT64 fenceValue = frameCtx->FenceValue;
- if (fenceValue == 0)
- return; // No fence was signaled
- frameCtx->FenceValue = 0;
- if (g_fence->GetCompletedValue() >= fenceValue)
- return;
- g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
- WaitForSingleObject(g_fenceEvent, INFINITE);
- }
- FrameContext* WaitForNextFrameResources()
- {
- UINT nextFrameIndex = g_frameIndex + 1;
- g_frameIndex = nextFrameIndex;
- HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
- DWORD numWaitableObjects = 1;
- FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
- UINT64 fenceValue = frameCtx->FenceValue;
- if (fenceValue != 0) // means no fence was signaled
- {
- frameCtx->FenceValue = 0;
- g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
- waitableObjects[1] = g_fenceEvent;
- numWaitableObjects = 2;
- }
- WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
- return frameCtx;
- }
- // 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)
- {
- WaitForLastSubmittedFrame();
- CleanupRenderTarget();
- HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
- assert(SUCCEEDED(result) && "Failed to resize swapchain.");
- 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);
- }
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