diff options
| author | 0x221E <0x221E@0xinfinity.dev> | 2026-04-12 16:59:40 +0200 |
|---|---|---|
| committer | 0x221E <0x221E@0xinfinity.dev> | 2026-04-12 16:59:40 +0200 |
| commit | a66c7433c2c11b8b6c99142277ed4e16b1a2a465 (patch) | |
| tree | e54bcfb59c303acf6118fd11f06d5c0bd5f24e5d /external/imgui/backends/imgui_impl_dx9.h | |
Diffstat (limited to 'external/imgui/backends/imgui_impl_dx9.h')
| -rw-r--r-- | external/imgui/backends/imgui_impl_dx9.h | 38 |
1 files changed, 38 insertions, 0 deletions
diff --git a/external/imgui/backends/imgui_impl_dx9.h b/external/imgui/backends/imgui_impl_dx9.h new file mode 100644 index 0000000..59762e6 --- /dev/null +++ b/external/imgui/backends/imgui_impl_dx9.h @@ -0,0 +1,38 @@ +// 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. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// 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 |
