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Backends: DX12: use dxgiformat.h to fix using forward declared DXGI_FORMAT (#4594)
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@ -9,20 +9,15 @@
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
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// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#pragma once
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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#include "imgui.h" // IMGUI_IMPL_API
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#include <dxgiformat.h> // DXGI_FORMAT
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#ifdef _MSC_VER
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#pragma warning (push)
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#pragma warning (disable: 4471) // a forward declaration of an unscoped enumeration must have an underlying type
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#endif
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enum DXGI_FORMAT;
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struct ID3D12Device;
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struct ID3D12Device;
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struct ID3D12DescriptorHeap;
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struct ID3D12DescriptorHeap;
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struct ID3D12GraphicsCommandList;
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struct ID3D12GraphicsCommandList;
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@ -42,8 +37,3 @@ IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
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#ifdef _MSC_VER
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#pragma warning (pop)
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#endif
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@ -27,12 +27,12 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo
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---------------------------------------
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---------------------------------------
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## Readme First
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## Readme First
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- You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts.
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![imgui_capture_0008](https://user-images.githubusercontent.com/8225057/135429892-0e41ef8d-33c5-4991-bcf6-f997a0bcfd6b.png)
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- All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas.
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- All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas.
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- You can use the style editor `ImGui::ShowStyleEditor()` in the "Fonts" section to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`:
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![imgui_capture_0008](https://user-images.githubusercontent.com/8225057/84162822-1a731f00-aa71-11ea-9b6b-89c2332aa161.png)
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- Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`.
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- Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`.
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- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
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- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
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