From 432f24319319fe040e142059eb83279c53f90ab8 Mon Sep 17 00:00:00 2001 From: Aldrik Ramaekers Date: Sat, 9 Aug 2025 08:35:03 +0200 Subject: refactor 2 --- imgui-1.92.1/backends/imgui_impl_dx11.h | 51 --------------------------------- 1 file changed, 51 deletions(-) delete mode 100644 imgui-1.92.1/backends/imgui_impl_dx11.h (limited to 'imgui-1.92.1/backends/imgui_impl_dx11.h') diff --git a/imgui-1.92.1/backends/imgui_impl_dx11.h b/imgui-1.92.1/backends/imgui_impl_dx11.h deleted file mode 100644 index c120bf0..0000000 --- a/imgui-1.92.1/backends/imgui_impl_dx11.h +++ /dev/null @@ -1,51 +0,0 @@ -// 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 = NULL 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* SamplerDefault; - ID3D11Buffer* VertexConstantBuffer; -}; - -#endif // #ifndef IMGUI_DISABLE -- cgit v1.2.3-70-g09d2