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const gui = @import("gui.zig");
const backend_glfw = @import("backend_glfw.zig");
const backend_dx12 = @import("backend_dx12.zig");
pub fn init(
window: *const anyopaque, // zglfw.Window
device: *const anyopaque, // ID3D12Device
num_frames_in_flight: u32,
rtv_format: c_uint, // DXGI_FORMAT
cbv_srv_heap: *const anyopaque, // ID3D12DescriptorHeap
font_srv_cpu_desc_handle: backend_dx12.D3D12_CPU_DESCRIPTOR_HANDLE,
font_srv_gpu_desc_handle: backend_dx12.D3D12_GPU_DESCRIPTOR_HANDLE,
) void {
backend_glfw.init(window);
backend_dx12.init(
device,
num_frames_in_flight,
rtv_format,
cbv_srv_heap,
font_srv_cpu_desc_handle,
font_srv_gpu_desc_handle,
);
}
pub fn deinit() void {
backend_dx12.deinit();
backend_glfw.deinit();
}
pub fn newFrame(fb_width: u32, fb_height: u32) void {
backend_glfw.newFrame();
backend_dx12.newFrame();
gui.io.setDisplaySize(@as(f32, @floatFromInt(fb_width)), @as(f32, @floatFromInt(fb_height)));
gui.io.setDisplayFramebufferScale(1.0, 1.0);
gui.newFrame();
}
pub fn draw(
graphics_command_list: *const anyopaque, // *ID3D12GraphicsCommandList
) void {
gui.render();
backend_dx12.render(gui.getDrawData(), graphics_command_list);
}
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