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34 lines
1.3 KiB
C++
34 lines
1.3 KiB
C++
#ifndef AURORA_IMGUI_H
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#define AURORA_IMGUI_H
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#include <imgui.h>
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#ifdef __cplusplus
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#include <cstdint>
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extern "C" {
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#else
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#include "stdint.h"
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#endif
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ImTextureID aurora_imgui_add_texture(uint32_t width, uint32_t height, const void* rgba8);
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// A panel shown only in the headset, drawn by the host with a Dear ImGui context of its own (for
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// instance a settings menu reachable without the desktop window). It is laid over whatever the eyes
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// carry: centred on the virtual screen, `widthFraction` of that screen's width, its height following
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// the draw data's aspect. On a menu frame the screen is the quad the eye image is shown on; in an
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// immersive race it is the 2D layer's screen (aurora_set_stereo_hud_screen's width and distance,
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// whether or not the 2D layer is placed on it).
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//
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// The draw data belongs to the host's context and is rendered with Aurora's ImGui backend, so its
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// texture ids must be views that backend can bind (aurora_imgui_add_texture). Call this from the
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// producer before the frame is sealed, and leave the draw data untouched until the frame worker is
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// done with that frame (aurora_wait_for_frame_worker). Null hides the panel.
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void aurora_imgui_set_stereo_overlay(ImDrawData* drawData, float widthFraction);
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#ifdef __cplusplus
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}
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#endif
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#endif
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