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@ -595,7 +595,7 @@ void ImGui_ImplDX10_NewFrame() |
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGui_ImplDX10_ViewportData |
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{ |
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IDXGISwapChain* SwapChain; |
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@ -612,7 +612,7 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport) |
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viewport->RendererUserData = vd; |
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
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// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; |
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IM_ASSERT(hwnd != 0); |
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@ -646,7 +646,7 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport) |
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static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport) |
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{ |
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// The main viewport (owned by the application) will always have RendererUserData == NULL here since we didn't create the data for it.
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// The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it.
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if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData) |
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{ |
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if (vd->SwapChain) |
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