checkpoint(new_editor): native d3d12 ui path
Key node 1: move main-window UI presentation onto the D3D12 render loop with native UI renderer, text system, and texture host. Key node 2: wire frame timing/FPS display, window runtime, swapchain presentation, and native screenshot capture around the new path. Key node 3: carry editor shell/workspace/viewport/panel interaction updates needed by the new renderer and detached window flow. Key node 4: pump async resource loads and scene bridge follow-up needed for scene content visibility in new_editor.
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@@ -818,7 +818,7 @@ void EditorWindowChromeController::AppendChrome(
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kBorderlessTitleBarFontSize);
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if (!frameRateText.empty()) {
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const float frameRateTextWidth =
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window.m_runtime->GetRenderer().MeasureTextWidth(
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window.m_runtime->GetTextMeasurer().MeasureTextWidth(
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UIEditorTextMeasureRequest{
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frameRateText,
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kBorderlessTitleBarFontSize });
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