| 213 | } |
| 214 | |
| 215 | void Menu::InitMenu(IDXGISwapChain &swapChain) |
| 216 | { |
| 217 | loadSettings(&g_settings); |
| 218 | |
| 219 | SetupDeviceAndContext(swapChain); |
| 220 | |
| 221 | IMGUI_CHECKVERSION(); |
| 222 | ImGui::CreateContext(); |
| 223 | ImGuiIO &io = ImGui::GetIO(); |
| 224 | (void)io; |
| 225 | io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; |
| 226 | io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; |
| 227 | |
| 228 | doMenuStyling(); |
| 229 | |
| 230 | // Get the swapchain description (we use this to get the handle to the game's window). |
| 231 | DXGI_SWAP_CHAIN_DESC dxgiSwapChainDesc; |
| 232 | DX_CHECK(g_pSwapChain->GetDesc(&dxgiSwapChainDesc)); |
| 233 | |
| 234 | g_hWindow = dxgiSwapChainDesc.OutputWindow; |
| 235 | // Replace the game's window handler with our own so we can intercept key events in the game. |
| 236 | g_originalWndProcHandler = reinterpret_cast<WNDPROC>( |
| 237 | SetWindowLongPtr(g_hWindow, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(Menu::WndProcHandler))); |
| 238 | |
| 239 | ImGui_ImplWin32_Init(g_hWindow); |
| 240 | ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); |
| 241 | |
| 242 | Menu::CreateRenderTarget(); |
| 243 | |
| 244 | g_menuInitialised = true; |
| 245 | } |
| 246 | |
| 247 | void Menu::DrawMenu() |
| 248 | { |
nothing calls this directly
no test coverage detected