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No commits in common. "7ea90b03c4637b099ceef36d6ba425055ec20c52" and "671277a15429410ade91f15d336ed775b12d53f6" have entirely different histories.
7ea90b03c4
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671277a154
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@ -221,11 +221,10 @@ void ImGui_ImplOpenGL3_Shutdown()
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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}
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bool ImGui_ImplOpenGL3_NewFrame()
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void ImGui_ImplOpenGL3_NewFrame()
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{
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if (!g_ShaderHandle)
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return ImGui_ImplOpenGL3_CreateDeviceObjects();
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return true;
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ImGui_ImplOpenGL3_CreateDeviceObjects();
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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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@ -27,7 +27,7 @@
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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 void ImGui_ImplOpenGL3_Shutdown();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
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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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@ -467,10 +467,8 @@ void ImGui_ImplDX10_Shutdown()
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
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}
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bool ImGui_ImplDX10_NewFrame()
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void ImGui_ImplDX10_NewFrame()
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{
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if (!g_pFontSampler)
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return ImGui_ImplDX10_CreateDeviceObjects();
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return true;
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ImGui_ImplDX10_CreateDeviceObjects();
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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 void ImGui_ImplDX10_Shutdown();
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IMGUI_IMPL_API bool ImGui_ImplDX10_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
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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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@ -595,9 +595,8 @@ void ImGui_ImplDX11_Shutdown()
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if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
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}
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bool ImGui_ImplDX11_NewFrame()
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void ImGui_ImplDX11_NewFrame()
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{
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if (!g_pFontSampler)
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return ImGui_ImplDX11_CreateDeviceObjects();
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return true;
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ImGui_ImplDX11_CreateDeviceObjects();
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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 void ImGui_ImplDX11_Shutdown();
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IMGUI_IMPL_API bool ImGui_ImplDX11_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
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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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@ -634,9 +634,8 @@ void ImGui_ImplDX12_Shutdown()
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g_frameIndex = UINT_MAX;
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}
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bool ImGui_ImplDX12_NewFrame()
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void ImGui_ImplDX12_NewFrame()
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{
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if (!g_pPipelineState)
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return ImGui_ImplDX12_CreateDeviceObjects();
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return true;
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ImGui_ImplDX12_CreateDeviceObjects();
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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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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 bool ImGui_ImplDX12_NewFrame();
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IMGUI_IMPL_API void 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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// Use if you want to reset your rendering device without losing Dear ImGui state.
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@ -130,7 +130,6 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
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return;
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d3d9_state_block->Capture();
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// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
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D3DMATRIX last_world, last_view, last_projection;
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g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
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@ -278,9 +277,8 @@ 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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}
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bool ImGui_ImplDX9_NewFrame()
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void ImGui_ImplDX9_NewFrame()
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{
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if (!g_FontTexture)
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return ImGui_ImplDX9_CreateDeviceObjects();
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return true;
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ImGui_ImplDX9_CreateDeviceObjects();
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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 void ImGui_ImplDX9_Shutdown();
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IMGUI_IMPL_API bool ImGui_ImplDX9_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
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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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@ -187,7 +187,7 @@ static void *create_client_interface(const char *ver)
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STEAMAPI_API void * S_CALLTYPE SteamInternal_CreateInterface( const char *ver )
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{
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PRINT_DEBUG("SteamInternal_CreateInterface %s\n", ver);
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if (!get_steam_client()->user_logged_in && !get_steam_client()->IsServerInit()) return NULL;
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if (!get_steam_client()->user_logged_in) return NULL;
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return create_client_interface(ver);
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}
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@ -509,7 +509,6 @@ STEAMAPI_API bool S_CALLTYPE SteamAPI_InitSafe()
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STEAMAPI_API ISteamClient *SteamClient() {
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PRINT_DEBUG("SteamClient()\n");
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load_old_interface_versions();
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if (!get_steam_client()->user_logged_in) return NULL;
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return (ISteamClient *)SteamInternal_CreateInterface(old_client);
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}
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@ -80,7 +80,8 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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initialized = true;
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}
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if (ImGui_ImplDX10_NewFrame())
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ImGui_ImplDX10_NewFrame();
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{
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Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow);
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@ -121,7 +121,8 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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initialized = true;
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}
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if (ImGui_ImplDX11_NewFrame())
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ImGui_ImplDX11_NewFrame();
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{
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Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow);
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@ -176,7 +176,8 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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pDevice->Release();
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}
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if (ImGui_ImplDX12_NewFrame())
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ImGui_ImplDX12_NewFrame();
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{
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Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow);
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@ -75,7 +75,8 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
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initialized = true;
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}
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if (ImGui_ImplDX9_NewFrame())
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ImGui_ImplDX9_NewFrame();
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{
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Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow);
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@ -84,7 +84,8 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC)
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initialized = true;
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}
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if (ImGui_ImplOpenGL3_NewFrame())
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ImGui_ImplOpenGL3_NewFrame();
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{
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Windows_Hook::Inst()->prepareForOverlay(hWnd);
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@ -55,6 +55,7 @@ public:
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/// man-in-the-middle attacks.
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virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
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///
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/// nVirtualPort specifies how clients can connect to this socket using
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@ -79,6 +80,7 @@ public:
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/// If you use this, you probably want to call ISteamNetworkingUtils::InitializeRelayNetworkAccess()
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/// when your app initializes
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virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0;
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#endif
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/// Accept an incoming connection that has been received on a listen socket.
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///
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@ -290,6 +292,8 @@ public:
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/// even if they are not signed into Steam.)
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virtual bool GetIdentity( SteamNetworkingIdentity *pIdentity ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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//
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// Clients connecting to dedicated servers hosted in a data center,
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// using central-authority-granted tickets.
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@ -361,6 +365,8 @@ public:
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/// Note that this call MUST be made through the SteamGameServerNetworkingSockets() interface
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virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nVirtualPort ) = 0;
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#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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// Invoke all callbacks queued for this interface.
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// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
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// So if you have code that is also targeting Steam, you should call this at about the
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@ -43,6 +43,7 @@ public:
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/// man-in-the-middle attacks.
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virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
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///
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/// nVirtualPort specifies how clients can connect to this socket using
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@ -67,6 +68,7 @@ public:
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/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
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/// when your app initializes
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virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort ) = 0;
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#endif
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/// Accept an incoming connection that has been received on a listen socket.
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///
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@ -329,6 +331,8 @@ public:
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#endif
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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//
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// Clients connecting to dedicated servers hosted in a data center,
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// using central-authority-granted tickets.
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@ -443,6 +447,8 @@ public:
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/// and don't share it directly with clients.
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virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0;
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#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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// Invoke all callbacks queued for this interface.
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// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
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// So if you have code that is also targeting Steam, you should call this at about the
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@ -43,6 +43,7 @@ public:
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/// man-in-the-middle attacks.
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virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr *address ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
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///
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/// nVirtualPort specifies how clients can connect to this socket using
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@ -67,6 +68,7 @@ public:
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/// If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
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/// when your app initializes
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virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity *identityRemote, int nVirtualPort ) = 0;
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#endif
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/// Accept an incoming connection that has been received on a listen socket.
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///
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@ -329,6 +331,8 @@ public:
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#endif
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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//
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// Clients connecting to dedicated servers hosted in a data center,
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// using central-authority-granted tickets.
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@ -443,6 +447,8 @@ public:
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/// and don't share it directly with clients.
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virtual EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob ) = 0;
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#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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// Invoke all callbacks queued for this interface.
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// On Steam, callbacks are dispatched via the ordinary Steamworks callbacks mechanism.
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// So if you have code that is also targeting Steam, you should call this at about the
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@ -52,6 +52,7 @@ public:
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/// setting the options "immediately" after creation.
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virtual HSteamNetConnection ConnectByIPAddress( const SteamNetworkingIPAddr &address, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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/// Like CreateListenSocketIP, but clients will connect using ConnectP2P
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///
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/// nVirtualPort specifies how clients can connect to this socket using
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@ -80,6 +81,7 @@ public:
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/// SteamNetworkingConfigValue_t for more about why this is preferable to
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/// setting the options "immediately" after creation.
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virtual HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions ) = 0;
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#endif
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/// Accept an incoming connection that has been received on a listen socket.
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///
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@ -368,6 +370,8 @@ public:
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/// details, pass non-NULL to receive them.
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virtual ESteamNetworkingAvailability GetAuthenticationStatus( SteamNetAuthenticationStatus_t *pDetails ) = 0;
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#ifdef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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//
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// Clients connecting to dedicated servers hosted in a data center,
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// using central-authority-granted tickets.
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@ -563,6 +567,7 @@ public:
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/// If you expect to be using relayed connections, then you probably want
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/// to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
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virtual bool ReceivedP2PCustomSignal( const void *pMsg, int cbMsg, ISteamNetworkingCustomSignalingRecvContext *pContext ) = 0;
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#endif // #ifndef STEAMNETWORKINGSOCKETS_ENABLE_SDR
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/// Certificate provision by the application. (On Steam, Steam will handle all this automatically)
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#ifndef STEAMNETWORKINGSOCKETS_STEAM
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