2018-09-13 14:44:08 +00:00
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// dear imgui: Renderer for DirectX11
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2018-06-08 17:37:33 +00:00
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// This needs to be used along with a Platform Binding (e.g. Win32)
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2018-02-05 19:34:11 +00:00
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// Implemented features:
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2019-10-16 09:23:15 +00:00
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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2019-05-29 13:53:36 +00:00
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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2016-03-24 10:00:47 +00:00
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2015-11-29 11:25:15 +00:00
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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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2018-07-04 17:06:28 +00:00
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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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2015-03-09 13:45:23 +00:00
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// https://github.com/ocornut/imgui
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2018-11-01 19:56:36 +00:00
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#pragma once
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2015-03-09 13:45:23 +00:00
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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2018-06-21 10:04:00 +00:00
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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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IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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2015-03-09 13:45:23 +00:00
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2015-03-09 14:51:10 +00:00
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// Use if you want to reset your rendering device without losing ImGui state.
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2018-06-21 10:04:00 +00:00
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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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