// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution]
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution]
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
constfloatt=window->DC.StateStorage->GetFloat(column_id,default_t);// Cheaply store our floating point value inside the integer (could store an union into the map?)
constfloatt=window->DC.StateStorage->GetFloat(column_id,default_t);// Cheaply store our floating point value inside the integer (could store a union into the map?)
IMGUI_APIvoidTreeAdvanceToLabelPos();// advance cursor x position by GetTreeNodeToLabelSpacing()
IMGUI_APIfloatGetTreeNodeToLabelSpacing();// horizontal distance preceeding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
IMGUI_APIfloatGetTreeNodeToLabelSpacing();// horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
IMGUI_APIvoidSetNextTreeNodeOpen(boolis_open,ImGuiSetCondcond=0);// set next TreeNode/CollapsingHeader open state.
IMGUI_APIboolCollapsingHeader(constchar*label,ImGuiTreeNodeFlagsflags=0);// if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
IMGUI_APIboolCollapsingHeader(constchar*label,bool*p_open,ImGuiTreeNodeFlagsflags=0);// when 'p_open' isn't NULL, display an additional small close button on upper right of the header