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authorgrm <grm@eyesin.space>2026-03-14 02:29:15 +0200
committergrm <grm@eyesin.space>2026-03-14 02:29:15 +0200
commit650e5afde271d22b3653832daf339e1bd09a10d6 (patch)
treecc5e536b0150de1109daa43a055547d2266e60dd /lib/imgui-1.92.6/backends/imgui_impl_dx9.h
parent20e64711ce2a09b657fb79d59cb824e9e34d2b07 (diff)
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Migrate to imgui 1.92.6 and SDL3HEADmaster
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+// dear imgui: Renderer Backend for DirectX9
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
+// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
+// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
+// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
+
+// 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.
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+
+struct IDirect3DDevice9;
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
+IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
+
+// (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.
+IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex);
+
+#endif // #ifndef IMGUI_DISABLE