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<article class="content wrap" id="_content" data-uid="ImGuiScene">
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<h1 id="ImGuiScene" data-uid="ImGuiScene" class="text-break">Namespace ImGuiScene
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</h1>
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<div class="markdown level0 summary"></div>
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<div class="markdown level0 conceptual"></div>
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<div class="markdown level0 remarks"></div>
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<h3 id="classes">Classes
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</h3>
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<h4><a class="xref" href="ImGuiScene.FramerateLimit.html">FramerateLimit</a></h4>
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<section><p>Simple encapsulation of framerate limiting behavior, allowing for fully unbounded (no control),
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Vsync-enabled (sync to monitor refresh), or a specified fixed framerate (vsync disabled, hard time cap)</p>
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</section>
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<h4><a class="xref" href="ImGuiScene.GLTextureWrap.html">GLTextureWrap</a></h4>
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<section><p>OpenGL 3 Implementation of <a class="xref" href="ImGuiScene.TextureWrap.html">TextureWrap</a>.
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Provides a simple wrapped view of the disposeable resource as well as the handle for ImGui.</p>
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</section>
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<h4><a class="xref" href="ImGuiScene.ImGui_Impl_DX11.html">ImGui_Impl_DX11</a></h4>
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<section><p>Currently undocumented because it is a horrible mess.
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A near-direct port of <a href="https://github.com/ocornut/imgui/blob/master/examples/imgui_impl_dx11.cpp">https://github.com/ocornut/imgui/blob/master/examples/imgui_impl_dx11.cpp</a>
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State backup follows the general layout of imgui's sample (which is a mess), but has been rather
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expanded to cover the vast majority of render state, following the example here
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<a href="https://github.com/GPUOpen-LibrariesAndSDKs/CrossfireAPI11/blob/master/amd_lib/src/AMD_SaveRestoreState.cpp">https://github.com/GPUOpen-LibrariesAndSDKs/CrossfireAPI11/blob/master/amd_lib/src/AMD_SaveRestoreState.cpp</a>
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Would be nice to organize it better, but it seems to work</p>
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</section>
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<h4><a class="xref" href="ImGuiScene.ImGui_Impl_OpenGL3.html">ImGui_Impl_OpenGL3</a></h4>
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<section><p>Currently undocumented because it is a horrible mess.
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A near-direct port of <a href="https://github.com/ocornut/imgui/blob/master/examples/imgui_impl_opengl3.cpp">https://github.com/ocornut/imgui/blob/master/examples/imgui_impl_opengl3.cpp</a>
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State backup IS done for this renderer, because SDL does not play nicely when using OpenGL.</p>
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</section>
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<h4><a class="xref" href="ImGuiScene.ImGui_Impl_SDL.html">ImGui_Impl_SDL</a></h4>
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<section><p>Currently undocumented because it is a horrible mess.
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A near-direct port of <a href="https://github.com/ocornut/imgui/blob/master/examples/imgui_impl_sdl.cpp">https://github.com/ocornut/imgui/blob/master/examples/imgui_impl_sdl.cpp</a></p>
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</section>
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<h4><a class="xref" href="ImGuiScene.ImGui_Input_Impl_Direct.html">ImGui_Input_Impl_Direct</a></h4>
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<section></section>
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<h4><a class="xref" href="ImGuiScene.MemUtil.html">MemUtil</a></h4>
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<section></section>
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<h4><a class="xref" href="ImGuiScene.RawDX11Scene.html">RawDX11Scene</a></h4>
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<section></section>
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<h4><a class="xref" href="ImGuiScene.RendererFactory.html">RendererFactory</a></h4>
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<section><p>Simple factory to create a renderer for a given backend API/version/etc.</p>
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</section>
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<h4><a class="xref" href="ImGuiScene.SDLWindowGL.html">SDLWindowGL</a></h4>
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<section><p>OpenGL specialization of SimpleSDLWindow, for setting up additional necessary states during window creation.</p>
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</section>
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<h4><a class="xref" href="ImGuiScene.SimpleD3D.html">SimpleD3D</a></h4>
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<section><p>A simple wrapper for a minimal DirectX 11 renderer. Consumers of this class will need to implement all actual pipeline and render logic externally.</p>
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</section>
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<h4><a class="xref" href="ImGuiScene.SimpleImGuiScene.html">SimpleImGuiScene</a></h4>
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<section><p>Simple class to wrap everything necessary to use ImGui inside a window.
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Currently this always creates a new window rather than take ownership of an existing one.</p>
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<p>Internally this uses SDL and DirectX 11 or OpenGL 3.2. Rendering is tied to vsync.</p>
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</section>
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<h4><a class="xref" href="ImGuiScene.SimpleOGL3.html">SimpleOGL3</a></h4>
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<section><p>A simple wrapper for a minimal OpenGL 3.2 renderer. Consumers of this class will need to implement all actual pipeline and render logic externally.</p>
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</section>
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<h4><a class="xref" href="ImGuiScene.SimpleSDLWindow.html">SimpleSDLWindow</a></h4>
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<section><p>A very basic SDL wrapper to handle creating a window and processing SDL events.</p>
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</section>
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<h4><a class="xref" href="ImGuiScene.WindowCreateInfo.html">WindowCreateInfo</a></h4>
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<section><p>Simple wrapper for information necessary to create an application window</p>
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</section>
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<h4><a class="xref" href="ImGuiScene.WindowFactory.html">WindowFactory</a></h4>
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<section><p>Factory used to create a SimpleSDLWindow set up to work with the selected renderer.</p>
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</section>
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<h3 id="interfaces">Interfaces
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</h3>
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<h4><a class="xref" href="ImGuiScene.IImGuiInputHandler.html">IImGuiInputHandler</a></h4>
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<section></section>
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<h4><a class="xref" href="ImGuiScene.IImGuiRenderer.html">IImGuiRenderer</a></h4>
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<section><p>A simple shared public interface that all ImGui render implementations follow.</p>
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</section>
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<h4><a class="xref" href="ImGuiScene.IRenderer.html">IRenderer</a></h4>
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<section><p>Abstraction for a simple renderer that can be used with ImGui</p>
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</section>
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<h4><a class="xref" href="ImGuiScene.TextureWrap.html">TextureWrap</a></h4>
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<section><p>Simple wrapper to handle texture resources from different APIs, while accounting for resource freeing and ImGui interaction.</p>
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</section>
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<h3 id="enums">Enums
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</h3>
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<h4><a class="xref" href="ImGuiScene.FramerateLimit.LimitType.html">FramerateLimit.LimitType</a></h4>
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<section><p>The different methods of limiting framerate.</p>
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</section>
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<h4><a class="xref" href="ImGuiScene.RendererFactory.RendererBackend.html">RendererFactory.RendererBackend</a></h4>
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<section></section>
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<h3 id="delegates">Delegates
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</h3>
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<h4><a class="xref" href="ImGuiScene.RawDX11Scene.BuildUIDelegate.html">RawDX11Scene.BuildUIDelegate</a></h4>
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<section></section>
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<h4><a class="xref" href="ImGuiScene.RawDX11Scene.NewInputFrameDelegate.html">RawDX11Scene.NewInputFrameDelegate</a></h4>
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<section></section>
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<h4><a class="xref" href="ImGuiScene.RawDX11Scene.NewRenderFrameDelegate.html">RawDX11Scene.NewRenderFrameDelegate</a></h4>
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<section></section>
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<h4><a class="xref" href="ImGuiScene.SimpleImGuiScene.BuildUIDelegate.html">SimpleImGuiScene.BuildUIDelegate</a></h4>
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<section></section>
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<h4><a class="xref" href="ImGuiScene.SimpleSDLWindow.ProcessEventDelegate.html">SimpleSDLWindow.ProcessEventDelegate</a></h4>
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<section></section>
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