Backends: DX12: use dxgiformat.h to fix using forward declared DXGI_FORMAT (#4594)
diff --git a/backends/imgui_impl_dx12.h b/backends/imgui_impl_dx12.h
index cd35584..899c822 100644
--- a/backends/imgui_impl_dx12.h
+++ b/backends/imgui_impl_dx12.h
@@ -9,20 +9,15 @@
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
-// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
+#include <dxgiformat.h> // DXGI_FORMAT
-#ifdef _MSC_VER
-#pragma warning (push)
-#pragma warning (disable: 4471) // a forward declaration of an unscoped enumeration must have an underlying type
-#endif
-
-enum DXGI_FORMAT;
struct ID3D12Device;
struct ID3D12DescriptorHeap;
struct ID3D12GraphicsCommandList;
@@ -42,8 +37,3 @@
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
-
-#ifdef _MSC_VER
-#pragma warning (pop)
-#endif
-
diff --git a/docs/FONTS.md b/docs/FONTS.md
index 760877e..09c1cb9 100644
--- a/docs/FONTS.md
+++ b/docs/FONTS.md
@@ -27,12 +27,12 @@
---------------------------------------
## Readme First
+- You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts.
+
+
+
- All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas.
-- You can use the style editor `ImGui::ShowStyleEditor()` in the "Fonts" section to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`:
-
-
-
- Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`.
- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.: