| 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 | |
| 23 | struct ID3D11Device; |
| 24 | struct ID3D11DeviceContext; |
| 25 | struct ID3D11SamplerState; |
| 26 | struct ID3D11Buffer; |
| 27 | |
| 28 | // Follow "Getting Started" link and check examples/ folder to learn about using backends! |
| 29 | IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); |
| 30 | IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); |
| 31 | IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); |
| 32 | IMGUI_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. |
| 35 | IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); |
| 36 | IMGUI_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. |
| 39 | IMGUI_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) |
| 44 | struct 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 |