imgui_impl_dx11.h 2.8 KB

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