Dalamud/docs/api/ImGuiScene.SimpleD3D.html
2023-01-26 23:57:38 +01:00

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<article class="content wrap" id="_content" data-uid="ImGuiScene.SimpleD3D">
<h1 id="ImGuiScene_SimpleD3D" data-uid="ImGuiScene.SimpleD3D" class="text-break">Class SimpleD3D
</h1>
<div class="markdown level0 summary"><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>
</div>
<div class="markdown level0 conceptual"></div>
<div class="inheritance">
<h5>Inheritance</h5>
<div class="level0"><span class="xref">System.Object</span></div>
<div class="level1"><span class="xref">SimpleD3D</span></div>
</div>
<div class="implements">
<h5>Implements</h5>
<div><a class="xref" href="ImGuiScene.IRenderer.html">IRenderer</a></div>
<div><span class="xref">System.IDisposable</span></div>
</div>
<div class="inheritedMembers">
<h5>Inherited Members</h5>
<div>
<span class="xref">System.Object.Equals(System.Object)</span>
</div>
<div>
<span class="xref">System.Object.Equals(System.Object, System.Object)</span>
</div>
<div>
<span class="xref">System.Object.GetHashCode()</span>
</div>
<div>
<span class="xref">System.Object.GetType()</span>
</div>
<div>
<span class="xref">System.Object.MemberwiseClone()</span>
</div>
<div>
<span class="xref">System.Object.ReferenceEquals(System.Object, System.Object)</span>
</div>
<div>
<span class="xref">System.Object.ToString()</span>
</div>
</div>
<h6><strong>Namespace</strong>: <a class="xref" href="ImGuiScene.html">ImGuiScene</a></h6>
<h6><strong>Assembly</strong>: ImGuiScene.dll</h6>
<h5 id="ImGuiScene_SimpleD3D_syntax">Syntax</h5>
<div class="codewrapper">
<pre><code class="lang-csharp hljs">public class SimpleD3D : IRenderer, IDisposable</code></pre>
</div>
<h3 id="properties">Properties
</h3>
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<a href="https://github.com/goatcorp/ImGuiScene/new/262d3b0668196fb236e2191c4a37e9be94e5a7a3/apiSpec/new?filename=ImGuiScene_SimpleD3D_ClearColor.md&amp;value=---%0Auid%3A%20ImGuiScene.SimpleD3D.ClearColor%0Asummary%3A%20'*You%20can%20override%20summary%20for%20the%20API%20here%20using%20*MARKDOWN*%20syntax'%0A---%0A%0A*Please%20type%20below%20more%20information%20about%20this%20API%3A*%0A%0A">Improve this Doc</a>
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<a id="ImGuiScene_SimpleD3D_ClearColor_" data-uid="ImGuiScene.SimpleD3D.ClearColor*"></a>
<h4 id="ImGuiScene_SimpleD3D_ClearColor" data-uid="ImGuiScene.SimpleD3D.ClearColor">ClearColor</h4>
<div class="markdown level1 summary"><p>The renderer clear color used by <a class="xref" href="ImGuiScene.SimpleD3D.html#ImGuiScene_SimpleD3D_Clear">Clear()</a></p>
</div>
<div class="markdown level1 conceptual"></div>
<h5 class="decalaration">Declaration</h5>
<div class="codewrapper">
<pre><code class="lang-csharp hljs">public Vector4 ClearColor { get; set; }</code></pre>
</div>
<h5 class="propertyValue">Property Value</h5>
<table class="table table-bordered table-striped table-condensed">
<thead>
<tr>
<th>Type</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><span class="xref">System.Numerics.Vector4</span></td>
<td></td>
</tr>
</tbody>
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<a id="ImGuiScene_SimpleD3D_Debuggable_" data-uid="ImGuiScene.SimpleD3D.Debuggable*"></a>
<h4 id="ImGuiScene_SimpleD3D_Debuggable" data-uid="ImGuiScene.SimpleD3D.Debuggable">Debuggable</h4>
<div class="markdown level1 summary"><p>Whether this renderer was created with debuggable state.</p>
</div>
<div class="markdown level1 conceptual"></div>
<h5 class="decalaration">Declaration</h5>
<div class="codewrapper">
<pre><code class="lang-csharp hljs">public bool Debuggable { get; }</code></pre>
</div>
<h5 class="propertyValue">Property Value</h5>
<table class="table table-bordered table-striped table-condensed">
<thead>
<tr>
<th>Type</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><span class="xref">System.Boolean</span></td>
<td></td>
</tr>
</tbody>
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<a id="ImGuiScene_SimpleD3D_Type_" data-uid="ImGuiScene.SimpleD3D.Type*"></a>
<h4 id="ImGuiScene_SimpleD3D_Type" data-uid="ImGuiScene.SimpleD3D.Type">Type</h4>
<div class="markdown level1 summary"><p>The type (API/version) of this renderer</p>
</div>
<div class="markdown level1 conceptual"></div>
<h5 class="decalaration">Declaration</h5>
<div class="codewrapper">
<pre><code class="lang-csharp hljs">public RendererFactory.RendererBackend Type { get; }</code></pre>
</div>
<h5 class="propertyValue">Property Value</h5>
<table class="table table-bordered table-striped table-condensed">
<thead>
<tr>
<th>Type</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><a class="xref" href="ImGuiScene.RendererFactory.RendererBackend.html">RendererFactory.RendererBackend</a></td>
<td></td>
</tr>
</tbody>
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<h4 id="ImGuiScene_SimpleD3D_Vsync" data-uid="ImGuiScene.SimpleD3D.Vsync">Vsync</h4>
<div class="markdown level1 summary"><p>Whether or not the renderer should sync presentation to the monitor's refresh rate.</p>
</div>
<div class="markdown level1 conceptual"></div>
<h5 class="decalaration">Declaration</h5>
<div class="codewrapper">
<pre><code class="lang-csharp hljs">public bool Vsync { get; set; }</code></pre>
</div>
<h5 class="propertyValue">Property Value</h5>
<table class="table table-bordered table-striped table-condensed">
<thead>
<tr>
<th>Type</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><span class="xref">System.Boolean</span></td>
<td></td>
</tr>
</tbody>
</table>
<h3 id="methods">Methods
</h3>
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<a id="ImGuiScene_SimpleD3D_AttachToWindow_" data-uid="ImGuiScene.SimpleD3D.AttachToWindow*"></a>
<h4 id="ImGuiScene_SimpleD3D_AttachToWindow_ImGuiScene_SimpleSDLWindow_" data-uid="ImGuiScene.SimpleD3D.AttachToWindow(ImGuiScene.SimpleSDLWindow)">AttachToWindow(SimpleSDLWindow)</h4>
<div class="markdown level1 summary"><p>Initialize DirectX 11 for the specified window.</p>
</div>
<div class="markdown level1 conceptual"></div>
<h5 class="decalaration">Declaration</h5>
<div class="codewrapper">
<pre><code class="lang-csharp hljs">public void AttachToWindow(SimpleSDLWindow sdlWindow)</code></pre>
</div>
<h5 class="parameters">Parameters</h5>
<table class="table table-bordered table-striped table-condensed">
<thead>
<tr>
<th>Type</th>
<th>Name</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><a class="xref" href="ImGuiScene.SimpleSDLWindow.html">SimpleSDLWindow</a></td>
<td><span class="parametername">sdlWindow</span></td>
<td><p>The SimpleSDLWindow to render into</p>
</td>
</tr>
</tbody>
</table>
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<a id="ImGuiScene_SimpleD3D_Clear_" data-uid="ImGuiScene.SimpleD3D.Clear*"></a>
<h4 id="ImGuiScene_SimpleD3D_Clear" data-uid="ImGuiScene.SimpleD3D.Clear">Clear()</h4>
<div class="markdown level1 summary"><p>Clears the render target</p>
</div>
<div class="markdown level1 conceptual"></div>
<h5 class="decalaration">Declaration</h5>
<div class="codewrapper">
<pre><code class="lang-csharp hljs">public void Clear()</code></pre>
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<a id="ImGuiScene_SimpleD3D_CreateTexture_" data-uid="ImGuiScene.SimpleD3D.CreateTexture*"></a>
<h4 id="ImGuiScene_SimpleD3D_CreateTexture_System_Void__System_Int32_System_Int32_System_Int32_" data-uid="ImGuiScene.SimpleD3D.CreateTexture(System.Void*,System.Int32,System.Int32,System.Int32)">CreateTexture(Void*, Int32, Int32, Int32)</h4>
<div class="markdown level1 summary"><p>Helper method to create a shader resource view from raw image data.</p>
</div>
<div class="markdown level1 conceptual"></div>
<h5 class="decalaration">Declaration</h5>
<div class="codewrapper">
<pre><code class="lang-csharp hljs">public TextureWrap CreateTexture(void *pixelData, int width, int height, int bytesPerPixel)</code></pre>
</div>
<h5 class="parameters">Parameters</h5>
<table class="table table-bordered table-striped table-condensed">
<thead>
<tr>
<th>Type</th>
<th>Name</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><span class="xref">System.Void</span>*</td>
<td><span class="parametername">pixelData</span></td>
<td><p>A pointer to the raw pixel data</p>
</td>
</tr>
<tr>
<td><span class="xref">System.Int32</span></td>
<td><span class="parametername">width</span></td>
<td><p>The width of the image</p>
</td>
</tr>
<tr>
<td><span class="xref">System.Int32</span></td>
<td><span class="parametername">height</span></td>
<td><p>The height of the image</p>
</td>
</tr>
<tr>
<td><span class="xref">System.Int32</span></td>
<td><span class="parametername">bytesPerPixel</span></td>
<td><p>The bytes per pixel of the image, used for stride calculations</p>
</td>
</tr>
</tbody>
</table>
<h5 class="returns">Returns</h5>
<table class="table table-bordered table-striped table-condensed">
<thead>
<tr>
<th>Type</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><a class="xref" href="ImGuiScene.TextureWrap.html">TextureWrap</a></td>
<td><p>The wrapped ShaderResourceView created for the image, null on failure.</p>
</td>
</tr>
</tbody>
</table>
<h5 id="ImGuiScene_SimpleD3D_CreateTexture_System_Void__System_Int32_System_Int32_System_Int32__remarks">Remarks</h5>
<div class="markdown level1 remarks"><p>The ShaderResourceView created by this method is not managed, and it is up to calling code to invoke Dispose() when done</p>
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<h4 id="ImGuiScene_SimpleD3D_Dispose" data-uid="ImGuiScene.SimpleD3D.Dispose">Dispose()</h4>
<div class="markdown level1 summary"></div>
<div class="markdown level1 conceptual"></div>
<h5 class="decalaration">Declaration</h5>
<div class="codewrapper">
<pre><code class="lang-csharp hljs">public void Dispose()</code></pre>
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<h4 id="ImGuiScene_SimpleD3D_Dispose_System_Boolean_" data-uid="ImGuiScene.SimpleD3D.Dispose(System.Boolean)">Dispose(Boolean)</h4>
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<h5 class="decalaration">Declaration</h5>
<div class="codewrapper">
<pre><code class="lang-csharp hljs">protected virtual void Dispose(bool disposing)</code></pre>
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<h5 class="parameters">Parameters</h5>
<table class="table table-bordered table-striped table-condensed">
<thead>
<tr>
<th>Type</th>
<th>Name</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><span class="xref">System.Boolean</span></td>
<td><span class="parametername">disposing</span></td>
<td></td>
</tr>
</tbody>
</table>
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<a id="ImGuiScene_SimpleD3D_Finalize_" data-uid="ImGuiScene.SimpleD3D.Finalize*"></a>
<h4 id="ImGuiScene_SimpleD3D_Finalize" data-uid="ImGuiScene.SimpleD3D.Finalize">Finalize()</h4>
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<h5 class="decalaration">Declaration</h5>
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<pre><code class="lang-csharp hljs">protected void Finalize()</code></pre>
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<h4 id="ImGuiScene_SimpleD3D_ImGui_Init" data-uid="ImGuiScene.SimpleD3D.ImGui_Init">ImGui_Init()</h4>
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<h5 class="decalaration">Declaration</h5>
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<pre><code class="lang-csharp hljs">public void ImGui_Init()</code></pre>
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<h4 id="ImGuiScene_SimpleD3D_ImGui_NewFrame" data-uid="ImGuiScene.SimpleD3D.ImGui_NewFrame">ImGui_NewFrame()</h4>
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<h4 id="ImGuiScene_SimpleD3D_ImGui_RenderDrawData_ImGuiNET_ImDrawDataPtr_" data-uid="ImGuiScene.SimpleD3D.ImGui_RenderDrawData(ImGuiNET.ImDrawDataPtr)">ImGui_RenderDrawData(ImDrawDataPtr)</h4>
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<h5 class="parameters">Parameters</h5>
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<td><a class="xref" href="ImGuiNET.ImDrawDataPtr.html">ImDrawDataPtr</a></td>
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<h4 id="ImGuiScene_SimpleD3D_ImGui_Shutdown" data-uid="ImGuiScene.SimpleD3D.ImGui_Shutdown">ImGui_Shutdown()</h4>
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<h4 id="ImGuiScene_SimpleD3D_Present" data-uid="ImGuiScene.SimpleD3D.Present">Present()</h4>
<div class="markdown level1 summary"><p>Swap render buffers to the screen. This is currently hardcoded to occur on vsync.</p>
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<h3 id="implements">Implements</h3>
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