 ee7087b7a5
			
		
	
	
		ee7087b7a5
		
	
	
	
	
		
			
			TODO: - testing - testing - testing - additional testing - extra testing and of course: - testing
		
			
				
	
	
		
			53 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| // dear imgui: Renderer Backend for DirectX11
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| // This needs to be used along with a Platform Backend (e.g. Win32)
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| 
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| // Implemented features:
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| //  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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| //  [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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| //  [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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| //  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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| //  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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| 
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| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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| // Learn about Dear ImGui:
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| // - FAQ                  https://dearimgui.com/faq
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| // - Getting Started      https://dearimgui.com/getting-started
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| // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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| // - Introduction, links and more at the top of imgui.cpp
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| 
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| #pragma once
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| #include "imgui.h"      // IMGUI_IMPL_API
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| #ifndef IMGUI_DISABLE
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| 
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| struct ID3D11Device;
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| struct ID3D11DeviceContext;
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| struct ID3D11SamplerState;
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| struct ID3D11Buffer;
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| 
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| // Follow "Getting Started" link and check examples/ folder to learn about using backends!
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| IMGUI_IMPL_API bool     ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
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| IMGUI_IMPL_API void     ImGui_ImplDX11_Shutdown();
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| IMGUI_IMPL_API void     ImGui_ImplDX11_NewFrame();
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| IMGUI_IMPL_API void     ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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| 
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| // Use if you want to reset your rendering device without losing Dear ImGui state.
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| IMGUI_IMPL_API bool     ImGui_ImplDX11_CreateDeviceObjects();
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| IMGUI_IMPL_API void     ImGui_ImplDX11_InvalidateDeviceObjects();
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| 
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| // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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| IMGUI_IMPL_API void     ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
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| 
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| // [BETA] Selected render state data shared with callbacks.
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| // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
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| // (Please open an issue if you feel you need access to more data)
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| struct ImGui_ImplDX11_RenderState
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| {
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|     ID3D11Device*           Device;
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|     ID3D11DeviceContext*    DeviceContext;
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|     ID3D11SamplerState*     SamplerDefault;
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|     ID3D11Buffer*           VertexConstantBuffer;
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| };
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| 
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| #endif // #ifndef IMGUI_DISABLE
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