Examples: DirectX12: Add directx12_example
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// ImGui Win32 + DirectX12 binding
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#include <d3d12.h>
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// cmdList is the command list that the implementation will use to render the
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// GUI.
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//
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// Before calling ImGui::Render(), caller must prepare cmdList by resetting it
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// and setting the appropriate render target and descriptor heap that contains
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// fontSrv*puDescHandle.
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//
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// fontSrvCpuDescHandle and fontSrvGpuDescHandle are handles to a single SRV
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// descriptor to use for the internal font texture.
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IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int numFramesInFlight,
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ID3D12Device* device, ID3D12GraphicsCommandList* cmdList,
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D3D12_CPU_DESCRIPTOR_HANDLE fontSrvCpuDescHandle,
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D3D12_GPU_DESCRIPTOR_HANDLE fontSrvGpuDescHandle);
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IMGUI_API void ImGui_ImplDX12_Shutdown();
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IMGUI_API void ImGui_ImplDX12_NewFrame();
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();
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// Handler for Win32 messages, update mouse/keyboard data.
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
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/*
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IMGUI_API LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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*/
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