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-1.92.6/backends/imgui_impl_dx11.h | 52 +++++++++++++++++++++++++++++ 1 file changed, 52 insertions(+) create mode 100644 lib/imgui-1.92.6/backends/imgui_impl_dx11.h (limited to 'lib/imgui-1.92.6/backends/imgui_impl_dx11.h') diff --git a/lib/imgui-1.92.6/backends/imgui_impl_dx11.h b/lib/imgui-1.92.6/backends/imgui_impl_dx11.h new file mode 100644 index 0000000..338e009 --- /dev/null +++ b/lib/imgui-1.92.6/backends/imgui_impl_dx11.h @@ -0,0 +1,52 @@ +// dear imgui: Renderer Backend for DirectX11 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' 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: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. + +// 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 ID3D11Device; +struct ID3D11DeviceContext; +struct ID3D11SamplerState; +struct ID3D11Buffer; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); +IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX11_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_ImplDX11_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplDX11_RenderState +{ + ID3D11Device* Device; + ID3D11DeviceContext* DeviceContext; + ID3D11SamplerState* SamplerLinear; + ID3D11SamplerState* SamplerNearest; + ID3D11Buffer* VertexConstantBuffer; +}; + +#endif // #ifndef IMGUI_DISABLE -- cgit v1.2.3