HELP! What should I do next?

Hi, I’ve got a problem and I’m new to all of this… I’m trying to create menus to a private game. I used one of the examples to familiarize myself with ImGui and I tried to edit example_win32_directx9 to work for the game I’m trying to create new menus and I changed the source code but since I’m not familiar with this kind of programming I got at this impasse.

This is the main after I did the changes to the main
int main(int, char**)
{
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T(“CODEZERO - NORMAL CLASS”), NULL };
RegisterClassEx(&wc);
//HWND hwnd = CreateWindow(_T(“ImGui Example”), _T(“Dear ImGui DirectX9 Example”), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
HWND hwnd = FindWindow(NULL, _T(“CODEZERO - NORMAL CLASS”));
// Initialize Direct3D
LPDIRECT3D9 pD3D;
if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
{
UnregisterClass(_T(“ImGui Example”), wc.hInstance);
return 0;
}
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
g_d3dpp.Windowed = TRUE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate

// Create the D3DDevice
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
{
    pD3D->Release();
    UnregisterClass(_T("CODEZERO - NORMAL CLASS"), wc.hInstance);
    return 0;
}

// Setup Dear ImGui binding
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);

// Setup style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();

// 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 'misc/fonts/README.txt' 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);

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));
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
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_ImplDX9_NewFrame();
    ImGui_ImplWin32_NewFrame();
    ImGui::NewFrame();

  
    // 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::End();
    }

    // Rendering
    ImGui::EndFrame();
    g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
    g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
    g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
    if (g_pd3dDevice->BeginScene() >= 0)
    {
        ImGui::Render();
        ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
        g_pd3dDevice->EndScene();
    }
    HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);

    // Handle loss of D3D9 device
    if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
    {
        ImGui_ImplDX9_InvalidateDeviceObjects();
        g_pd3dDevice->Reset(&g_d3dpp);
        ImGui_ImplDX9_CreateDeviceObjects();
    }
}

ImGui_ImplDX9_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();

if (g_pd3dDevice) g_pd3dDevice->Release();
if (pD3D) pD3D->Release();
DestroyWindow(hwnd);
UnregisterClass(_T("CODEZERO - NORMAL CLASS"), wc.hInstance);

return 0;

}

I want to mention that when I click on the frame of the game(can’t be noticed in the recording) the background goes to the color I set and doesn’t flash.

I’m new to this but any slight of guidance/information will be appreciated.