From 650e5afde271d22b3653832daf339e1bd09a10d6 Mon Sep 17 00:00:00 2001 From: grm Date: Sat, 14 Mar 2026 02:29:15 +0200 Subject: Migrate to imgui 1.92.6 and SDL3 --- lib/imgui-1.90.7/backends/imgui_impl_dx9.cpp | 411 --------------------------- 1 file changed, 411 deletions(-) delete mode 100644 lib/imgui-1.90.7/backends/imgui_impl_dx9.cpp (limited to 'lib/imgui-1.90.7/backends/imgui_impl_dx9.cpp') diff --git a/lib/imgui-1.90.7/backends/imgui_impl_dx9.cpp b/lib/imgui-1.90.7/backends/imgui_impl_dx9.cpp deleted file mode 100644 index 3eff9ab..0000000 --- a/lib/imgui-1.90.7/backends/imgui_impl_dx9.cpp +++ /dev/null @@ -1,411 +0,0 @@ -// 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 ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. - -// 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 - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575) -// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. -// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). -// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. -// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) -// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. -// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). -// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. -// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. -// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. -// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. -// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). -// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. -// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. -// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. -// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. -// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. - -#include "imgui.h" -#ifndef IMGUI_DISABLE -#include "imgui_impl_dx9.h" - -// DirectX -#include - -// DirectX data -struct ImGui_ImplDX9_Data -{ - LPDIRECT3DDEVICE9 pd3dDevice; - LPDIRECT3DVERTEXBUFFER9 pVB; - LPDIRECT3DINDEXBUFFER9 pIB; - LPDIRECT3DTEXTURE9 FontTexture; - int VertexBufferSize; - int IndexBufferSize; - - ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } -}; - -struct CUSTOMVERTEX -{ - float pos[3]; - D3DCOLOR col; - float uv[2]; -}; -#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) - -#ifdef IMGUI_USE_BGRA_PACKED_COLOR -#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) -#else -#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) -#endif - -// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts -// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. -static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() -{ - return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; -} - -// Functions -static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) -{ - ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); - - // Setup viewport - D3DVIEWPORT9 vp; - vp.X = vp.Y = 0; - vp.Width = (DWORD)draw_data->DisplaySize.x; - vp.Height = (DWORD)draw_data->DisplaySize.y; - vp.MinZ = 0.0f; - vp.MaxZ = 1.0f; - bd->pd3dDevice->SetViewport(&vp); - - // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. - bd->pd3dDevice->SetPixelShader(nullptr); - bd->pd3dDevice->SetVertexShader(nullptr); - bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); - bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); - bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); - bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); - bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); - bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); - bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); - bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); - bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); - bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); - bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); - bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); - bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); - bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); - bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); - bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); - bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); - bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); - bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); - bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); - bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); - bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); - bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); - bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); - bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); - bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); - - // Setup orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. - // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() - { - float L = draw_data->DisplayPos.x + 0.5f; - float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; - float T = draw_data->DisplayPos.y + 0.5f; - float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; - D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; - D3DMATRIX mat_projection = - { { { - 2.0f/(R-L), 0.0f, 0.0f, 0.0f, - 0.0f, 2.0f/(T-B), 0.0f, 0.0f, - 0.0f, 0.0f, 0.5f, 0.0f, - (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f - } } }; - bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); - bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); - bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); - } -} - -// Render function. -void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized - if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) - return; - - // Create and grow buffers if needed - ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); - if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) - { - if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } - bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; - if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) - return; - } - if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) - { - if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } - bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; - if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) - return; - } - - // Backup the DX9 state - IDirect3DStateBlock9* d3d9_state_block = nullptr; - if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) - return; - if (d3d9_state_block->Capture() < 0) - { - d3d9_state_block->Release(); - return; - } - - // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) - D3DMATRIX last_world, last_view, last_projection; - bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); - bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); - bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); - - // Allocate buffers - CUSTOMVERTEX* vtx_dst; - ImDrawIdx* idx_dst; - if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) - { - d3d9_state_block->Release(); - return; - } - if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) - { - bd->pVB->Unlock(); - d3d9_state_block->Release(); - return; - } - - // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. - // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and - // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR - // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; - for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) - { - vtx_dst->pos[0] = vtx_src->pos.x; - vtx_dst->pos[1] = vtx_src->pos.y; - vtx_dst->pos[2] = 0.0f; - vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); - vtx_dst->uv[0] = vtx_src->uv.x; - vtx_dst->uv[1] = vtx_src->uv.y; - vtx_dst++; - vtx_src++; - } - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - idx_dst += cmd_list->IdxBuffer.Size; - } - bd->pVB->Unlock(); - bd->pIB->Unlock(); - bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); - bd->pd3dDevice->SetIndices(bd->pIB); - bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); - - // Setup desired DX state - ImGui_ImplDX9_SetupRenderState(draw_data); - - // Render command lists - // (Because we merged all buffers into a single one, we maintain our own offset into them) - int global_vtx_offset = 0; - int global_idx_offset = 0; - ImVec2 clip_off = draw_data->DisplayPos; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != nullptr) - { - // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplDX9_SetupRenderState(draw_data); - else - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - // Project scissor/clipping rectangles into framebuffer space - ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); - ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); - if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) - continue; - - // Apply Scissor/clipping rectangle, Bind texture, Draw - const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; - const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); - bd->pd3dDevice->SetTexture(0, texture); - bd->pd3dDevice->SetScissorRect(&r); - bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); - } - } - global_idx_offset += cmd_list->IdxBuffer.Size; - global_vtx_offset += cmd_list->VtxBuffer.Size; - } - - // Restore the DX9 transform - bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); - bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); - bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); - - // Restore the DX9 state - d3d9_state_block->Apply(); - d3d9_state_block->Release(); -} - -bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) -{ - ImGuiIO& io = ImGui::GetIO(); - IMGUI_CHECKVERSION(); - IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); - - // Setup backend capabilities flags - ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); - io.BackendRendererUserData = (void*)bd; - io.BackendRendererName = "imgui_impl_dx9"; - io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. - - bd->pd3dDevice = device; - bd->pd3dDevice->AddRef(); - - return true; -} - -void ImGui_ImplDX9_Shutdown() -{ - ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); - IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); - ImGuiIO& io = ImGui::GetIO(); - - ImGui_ImplDX9_InvalidateDeviceObjects(); - if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } - io.BackendRendererName = nullptr; - io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; - IM_DELETE(bd); -} - -static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format) -{ - IDirect3D9* pd3d = nullptr; - if (pDevice->GetDirect3D(&pd3d) != D3D_OK) - return false; - D3DDEVICE_CREATION_PARAMETERS param = {}; - D3DDISPLAYMODE mode = {}; - if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK) - { - pd3d->Release(); - return false; - } - // Font texture should support linear filter, color blend and write to render-target - bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK; - pd3d->Release(); - return support; -} - -static bool ImGui_ImplDX9_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); - unsigned char* pixels; - int width, height, bytes_per_pixel; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); - - // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) -#ifndef IMGUI_USE_BGRA_PACKED_COLOR - const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); - if (!rgba_support && io.Fonts->TexPixelsUseColors) - { - ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel); - for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++) - *dst = IMGUI_COL_TO_DX9_ARGB(*src); - pixels = (unsigned char*)dst_start; - } -#else - const bool rgba_support = false; -#endif - - // Upload texture to graphics system - bd->FontTexture = nullptr; - if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) - return false; - D3DLOCKED_RECT tex_locked_rect; - if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) - return false; - for (int y = 0; y < height; y++) - memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel); - bd->FontTexture->UnlockRect(0); - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)bd->FontTexture); - -#ifndef IMGUI_USE_BGRA_PACKED_COLOR - if (!rgba_support && io.Fonts->TexPixelsUseColors) - ImGui::MemFree(pixels); -#endif - - return true; -} - -bool ImGui_ImplDX9_CreateDeviceObjects() -{ - ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); - if (!bd || !bd->pd3dDevice) - return false; - if (!ImGui_ImplDX9_CreateFontsTexture()) - return false; - return true; -} - -void ImGui_ImplDX9_InvalidateDeviceObjects() -{ - ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); - if (!bd || !bd->pd3dDevice) - return; - if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } - if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } - if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. -} - -void ImGui_ImplDX9_NewFrame() -{ - ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); - IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?"); - - if (!bd->FontTexture) - ImGui_ImplDX9_CreateDeviceObjects(); -} - -//----------------------------------------------------------------------------- - -#endif // #ifndef IMGUI_DISABLE -- cgit v1.2.3