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YimMenu/src/renderer.hpp
Yimura f2f3c28048
refactor: Renderer (#694)
* Simplified SwapCHain, Device and DeviceContext pointers
* Added DX and WndProc callback registration
* Cleaned up GUI code
* Optimised Mouse Toggle
2022-12-16 17:55:55 +00:00

55 lines
1.2 KiB
C++

#pragma once
#include "common.hpp"
namespace big
{
using dx_callback = std::function<void()>;
using wndproc_callback = std::function<void(HWND, UINT, WPARAM, LPARAM)>;
class renderer final
{
public:
explicit renderer();
~renderer();
/**
* @brief Add a callback function to draw your ImGui content in
*
* @param callback Function
* @param priority The higher the priority the value the later it gets drawn on top
* @return true
* @return false
*/
bool add_dx_callback(dx_callback callback, std::uint32_t priority);
/**
* @brief Add a callback function on wndproc
*
* @param callback Function
*/
void add_wndproc_callback(wndproc_callback callback);
void on_present();
void rescale(float rel_size);
void pre_reset();
void post_reset();
void wndproc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam);
private:
static void new_frame();
static void end_frame();
private:
IDXGISwapChain* m_dxgi_swapchain;
ID3D11Device* m_d3d_device;
ID3D11DeviceContext* m_d3d_device_context;
std::map<std::uint32_t, dx_callback> m_dx_callbacks;
std::vector<wndproc_callback> m_wndproc_callbacks;
};
inline renderer* g_renderer{};
}