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1// dear imgui: Renderer Backend for DirectX11
2// This needs to be used along with a Platform Backend (e.g. Win32)
3
4// Implemented features:
5// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
6// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
7// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
8// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
9// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
10
11// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
12// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
13// Learn about Dear ImGui:
14// - FAQ https://dearimgui.com/faq
15// - Getting Started https://dearimgui.com/getting-started
16// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
17// - Introduction, links and more at the top of imgui.cpp
18
19#pragma once
20#include "imgui.h" // IMGUI_IMPL_API
21#ifndef IMGUI_DISABLE
22
23struct ID3D11Device;
24struct ID3D11DeviceContext;
25struct ID3D11SamplerState;
26struct ID3D11Buffer;
27
28// Follow "Getting Started" link and check examples/ folder to learn about using backends!
29IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
30IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
31IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
32IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
33
34// Use if you want to reset your rendering device without losing Dear ImGui state.
35IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
36IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
37
38// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
39IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
40
41// [BETA] Selected render state data shared with callbacks.
42// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
43// (Please open an issue if you feel you need access to more data)
44struct ImGui_ImplDX11_RenderState
45{
46 ID3D11Device* Device;
47 ID3D11DeviceContext* DeviceContext;
48 ID3D11Buffer* VertexConstantBuffer;
49 //ID3D11SamplerState* SamplerLinear; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerLinear)
50 //ID3D11SamplerState* SamplerNearest; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerNearest)
51};
52
53#endif // #ifndef IMGUI_DISABLE