2018-09-13 14:44:08 +00:00
|
|
|
// dear imgui: Renderer for DirectX11
|
2018-06-08 17:37:33 +00:00
|
|
|
// This needs to be used along with a Platform Binding (e.g. Win32)
|
2018-02-05 19:34:11 +00:00
|
|
|
|
|
|
|
// Implemented features:
|
2019-10-16 09:23:15 +00:00
|
|
|
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
2019-11-20 10:58:25 +00:00
|
|
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
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.
|
2018-07-04 17:06:28 +00:00
|
|
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
2015-03-09 13:45:23 +00:00
|
|
|
// https://github.com/ocornut/imgui
|
|
|
|
|
2018-11-01 19:56:36 +00:00
|
|
|
#pragma once
|
|
|
|
|
2015-03-09 13:45:23 +00:00
|
|
|
struct ID3D11Device;
|
|
|
|
struct ID3D11DeviceContext;
|
|
|
|
|
2018-06-21 10:04:00 +00:00
|
|
|
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
|
|
|
|
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
|
|
|
|
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
|
|
|
|
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
2015-03-09 13:45:23 +00:00
|
|
|
|
2015-03-09 14:51:10 +00:00
|
|
|
// Use if you want to reset your rendering device without losing ImGui state.
|
2018-06-21 10:04:00 +00:00
|
|
|
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
|
|
|
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|