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Add new API calls for embedding renderdoc in apps
* This will easily let an application tell if an instance of the replay UI is currently connected, and if not launch it and connect. Good for integrating renderdoc somewhere where you can trigger a capture, and then have the replay UI pop up to either connect live, or open the most recently log.
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@@ -199,6 +199,17 @@ enum InAppOverlay
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eOverlay_None = 0,
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};
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////////////////////////////////////////////////
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// !!!! IMPORTANT NOTE !!!! //
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// //
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// This API is pretty much experimental and //
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// still in flux. The only thing guaranteed //
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// to remain compatible is a call to //
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// RENDERDOC_GetAPIVersion which must exactly //
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// match the version you expect. //
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// It will be bumped on breaking changes. //
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////////////////////////////////////////////////
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// API breaking change history:
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// Version 1 -> 2 - strings changed from wchar_t* to char* (UTF-8)
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// Version 2 -> 3 - StartFrameCapture, EndFrameCapture and SetActiveWindow take
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@@ -260,5 +271,11 @@ typedef void (RENDERDOC_CC *pRENDERDOC_SetCaptureKeys)(KeyButton *keys, int num)
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extern "C" RENDERDOC_API void RENDERDOC_CC RENDERDOC_InitRemoteAccess(uint32_t *ident);
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typedef void (RENDERDOC_CC *pRENDERDOC_InitRemoteAccess)(uint32_t *ident);
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extern "C" RENDERDOC_API uint32_t RENDERDOC_CC RENDERDOC_IsRemoteAccessConnected();
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typedef uint32_t (RENDERDOC_CC *pRENDERDOC_IsRemoteAccessConnected)();
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extern "C" RENDERDOC_API uint32_t RENDERDOC_CC RENDERDOC_LaunchReplayUI(uint32_t connectRemoteAccess, const char *cmdline);
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typedef uint32_t (RENDERDOC_CC *pRENDERDOC_LaunchReplayUI)(uint32_t connectRemoteAccess, const char *cmdline);
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extern "C" RENDERDOC_API void RENDERDOC_CC RENDERDOC_UnloadCrashHandler();
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typedef void (RENDERDOC_CC *pRENDERDOC_UnloadCrashHandler)();
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