2015-03-09 13:03:46 +00:00
// ImGui Win32 + DirectX9 binding
2018-02-05 19:34:11 +00:00
// Implemented features:
// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
2016-03-24 10:00:47 +00:00
2015-11-29 11:25:15 +00:00
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
2015-10-13 15:53:43 +00:00
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
2015-11-29 11:25:15 +00:00
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
2015-03-09 13:03:46 +00:00
// https://github.com/ocornut/imgui
struct IDirect3DDevice9 ;
2015-08-24 12:02:51 +00:00
IMGUI_API bool ImGui_ImplDX9_Init ( void * hwnd , IDirect3DDevice9 * device ) ;
IMGUI_API void ImGui_ImplDX9_Shutdown ( ) ;
IMGUI_API void ImGui_ImplDX9_NewFrame ( ) ;
2015-03-09 13:03:46 +00:00
2015-03-09 14:13:29 +00:00
// Use if you want to reset your rendering device without losing ImGui state.
2015-08-24 12:02:51 +00:00
IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects ( ) ;
IMGUI_API bool ImGui_ImplDX9_CreateDeviceObjects ( ) ;
2015-03-09 14:13:29 +00:00
2015-03-09 13:03:46 +00:00
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
2017-11-18 12:56:59 +00:00
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
2015-03-09 13:03:46 +00:00
*/