Nebula
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imguicontext.cc File Reference
#include "render/stdneb.h"
#include "imguicontext.h"
#include "imgui.h"
#include "imgui_internal.h"
#include "graphics/graphicsserver.h"
#include "resources/resourceserver.h"
#include "math/rectangle.h"
#include "coregraphics/shaderserver.h"
#include "coregraphics/displaydevice.h"
#include "coregraphics/graphicsdevice.h"
#include "input/inputserver.h"
#include "io/ioserver.h"
#include "frame/framesubgraph.h"
#include "core/cvar.h"
#include "appgame/gameapplication.h"
#include "frame/default.h"
#include "gpulang/dynui/imgui/shaders/imgui.h"
#include "imguidisplayeventhandler.h"

Classes

struct  Dynui::ImguiState
struct  Dynui::ImGuiSecondaryWindowData
struct  Dynui::ImGuiWindowHandle

Namespaces

namespace  Dynui
 Imgui Profiler UI.

Functions

void Dynui::ImguiDrawFunction (const CoreGraphics::CmdBufferId cmdBuf, const Math::rectangle< int > &viewport, ImDrawData *data)
 Imgui rendering function.
 Dynui::__ImplementPluginContext (ImguiContext)

Variables

struct Dynui::ImguiState Dynui::state
IndexT Dynui::VertexBufferOffset = 0
IndexT Dynui::IndexBufferOffset = 0
IndexT Dynui::VertexOffset = 0
IndexT Dynui::IndexOffset = 0
IndexT Dynui::PrimitiveIndexOffset = 0
SizeT Dynui::TotalVerticesThisFrame = 0
SizeT Dynui::TotalIndicesThisFrame = 0
static Core::CVarDynui::ui_opacity
ImFont * Dynui::ImguiNormalFont
ImFont * Dynui::ImguiSmallFont
ImFont * Dynui::ImguiBoldFont
ImFont * Dynui::ImguiItFont
const ImGuiKey Dynui::NebulaToImguiKeyCodes []
static bool Dynui::KeysToRelease [ImGuiKey_COUNT] = { false }