Put back the if new frame for overlay.
parent
671277a154
commit
cfff531a23
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@ -221,10 +221,11 @@ void ImGui_ImplOpenGL3_Shutdown()
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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}
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}
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void ImGui_ImplOpenGL3_NewFrame()
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bool ImGui_ImplOpenGL3_NewFrame()
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{
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{
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if (!g_ShaderHandle)
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if (!g_ShaderHandle)
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ImGui_ImplOpenGL3_CreateDeviceObjects();
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return ImGui_ImplOpenGL3_CreateDeviceObjects();
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return true;
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}
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}
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static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
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static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
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@ -27,7 +27,7 @@
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// Backend API
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// Backend API
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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// (Optional) Called by Init/NewFrame/Shutdown
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// (Optional) Called by Init/NewFrame/Shutdown
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@ -467,8 +467,10 @@ void ImGui_ImplDX10_Shutdown()
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
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}
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}
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void ImGui_ImplDX10_NewFrame()
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bool ImGui_ImplDX10_NewFrame()
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{
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{
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if (!g_pFontSampler)
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if (!g_pFontSampler)
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ImGui_ImplDX10_CreateDeviceObjects();
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return ImGui_ImplDX10_CreateDeviceObjects();
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return true;
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}
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}
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@ -16,7 +16,7 @@ struct ID3D10Device;
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IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
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IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
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IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplDX10_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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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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@ -595,8 +595,9 @@ void ImGui_ImplDX11_Shutdown()
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if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
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if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
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}
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}
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void ImGui_ImplDX11_NewFrame()
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bool ImGui_ImplDX11_NewFrame()
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{
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{
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if (!g_pFontSampler)
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if (!g_pFontSampler)
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ImGui_ImplDX11_CreateDeviceObjects();
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return ImGui_ImplDX11_CreateDeviceObjects();
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return true;
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}
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}
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@ -17,7 +17,7 @@ struct ID3D11DeviceContext;
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IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplDX11_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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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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@ -634,8 +634,9 @@ void ImGui_ImplDX12_Shutdown()
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g_frameIndex = UINT_MAX;
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g_frameIndex = UINT_MAX;
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}
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}
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void ImGui_ImplDX12_NewFrame()
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bool ImGui_ImplDX12_NewFrame()
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{
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{
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if (!g_pPipelineState)
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if (!g_pPipelineState)
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ImGui_ImplDX12_CreateDeviceObjects();
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return ImGui_ImplDX12_CreateDeviceObjects();
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return true;
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}
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}
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@ -35,7 +35,7 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
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IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
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IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
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IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplDX12_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
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IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
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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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@ -277,8 +277,9 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
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if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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}
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}
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void ImGui_ImplDX9_NewFrame()
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bool ImGui_ImplDX9_NewFrame()
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{
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{
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if (!g_FontTexture)
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if (!g_FontTexture)
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ImGui_ImplDX9_CreateDeviceObjects();
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return ImGui_ImplDX9_CreateDeviceObjects();
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return true;
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}
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}
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@ -16,7 +16,7 @@ struct IDirect3DDevice9;
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IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
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IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
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IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplDX9_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
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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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@ -80,8 +80,7 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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initialized = true;
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initialized = true;
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}
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}
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ImGui_ImplDX10_NewFrame();
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if (ImGui_ImplDX10_NewFrame())
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{
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{
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Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow);
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Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow);
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@ -121,8 +121,7 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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initialized = true;
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initialized = true;
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}
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}
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ImGui_ImplDX11_NewFrame();
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if (ImGui_ImplDX11_NewFrame())
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{
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{
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Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow);
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Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow);
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@ -176,8 +176,7 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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pDevice->Release();
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pDevice->Release();
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}
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}
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ImGui_ImplDX12_NewFrame();
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if (ImGui_ImplDX12_NewFrame())
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{
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{
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Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow);
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Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow);
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@ -75,8 +75,7 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
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initialized = true;
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initialized = true;
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}
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}
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ImGui_ImplDX9_NewFrame();
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if (ImGui_ImplDX9_NewFrame())
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{
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{
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Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow);
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Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow);
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@ -84,8 +84,7 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC)
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initialized = true;
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initialized = true;
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}
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}
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ImGui_ImplOpenGL3_NewFrame();
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if (ImGui_ImplOpenGL3_NewFrame())
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{
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{
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Windows_Hook::Inst()->prepareForOverlay(hWnd);
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Windows_Hook::Inst()->prepareForOverlay(hWnd);
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