e816bc6723
In particular:
- imgui.cpp : move UpdateInputEvents() higher in NewFrame() to match docking + update RenderMouseCursor() to match.
- imgui_draw.cpp: ImDrawList::_ResetForNewFrame() change from c807192ab
- Backends: SDL2. Add MouseWindowID + change SDL_CaptureMouse() test to match docking branch. Not strictly necessary but aimed at reducing drift because we go on and fork this file.
+ moved responsability of checking valid names to TabBarGetTabName() to simplify both branches.
39 lines
2.3 KiB
C
39 lines
2.3 KiB
C
// dear imgui: Renderer Backend for DirectX12
|
|
// This needs to be used along with a Platform Backend (e.g. Win32)
|
|
|
|
// Implemented features:
|
|
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
|
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
|
|
|
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
|
|
// See imgui_impl_dx12.cpp file for details.
|
|
|
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
|
// 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
|
|
|
|
#pragma once
|
|
#include "imgui.h" // IMGUI_IMPL_API
|
|
#include <dxgiformat.h> // DXGI_FORMAT
|
|
|
|
struct ID3D12Device;
|
|
struct ID3D12DescriptorHeap;
|
|
struct ID3D12GraphicsCommandList;
|
|
struct D3D12_CPU_DESCRIPTOR_HANDLE;
|
|
struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
|
|
|
// cmd_list is the command list that the implementation will use to render imgui draw lists.
|
|
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
|
|
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
|
|
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
|
|
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
|
|
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
|
|
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
|
|
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
|
|
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
|
|
|
|
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
|
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
|
|
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
|