// ImGui Win32 + DirectX12 binding // In this binding, ImTextureID is used to store a 'D3D12_GPU_DESCRIPTOR_HANDLE' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui struct ID3D12Device; struct ID3D12GraphicsCommandList; struct D3D12_CPU_DESCRIPTOR_HANDLE; struct D3D12_GPU_DESCRIPTOR_HANDLE; // cmdList is the command list that the implementation will use to render the // GUI. // // Before calling ImGui::Render(), caller must prepare cmdList by resetting it // and setting the appropriate render target and descriptor heap that contains // fontSrvCpuDescHandle/fontSrvGpuDescHandle. // // fontSrvCpuDescHandle and fontSrvGpuDescHandle are handles to a single SRV // descriptor to use for the internal font texture. IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int numFramesInFlight, ID3D12Device* device, D3D12_CPU_DESCRIPTOR_HANDLE fontSrvCpuDescHandle, D3D12_GPU_DESCRIPTOR_HANDLE fontSrvGpuDescHandle); IMGUI_API void ImGui_ImplDX12_Shutdown(); IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmdList); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects(); IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects(); // Handler for Win32 messages, update mouse/keyboard data. // You may or not need this for your implementation, but it can serve as reference for handling inputs. // Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code. /* IMGUI_API LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); */