2019-07-25 23:25:46 +02:00
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// dear imgui: Renderer for DirectX11
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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2021-01-18 04:58:42 +01:00
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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2019-07-25 23:25:46 +02:00
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#pragma once
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2021-01-18 04:58:42 +01:00
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#include "../../imgui.h" // IMGUI_IMPL_API
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2019-07-25 23:25:46 +02:00
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
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2021-01-23 22:46:44 +01:00
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IMGUI_IMPL_API bool ImGui_ImplDX11_NewFrame();
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2019-07-25 23:25:46 +02:00
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IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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2021-01-18 04:58:42 +01:00
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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2019-07-25 23:25:46 +02:00
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IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
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