Big example binding refactor (manually imported from Viewport branch, stripped out of Viewport code). (#1870)

Read examples/README.txt for some details.
ImDrawData: Added DisplayPos, DisplaySize fields honored by all backends (not strictly necessary to honor just now, but doing it to be ahead)
This commit is contained in:
omar
2018-06-08 19:37:33 +02:00
parent 8e48ab6b19
commit 85f9694bd4
84 changed files with 3655 additions and 3941 deletions

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// ImGui Renderer for: DirectX10
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
struct ID3D10Device;
IMGUI_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
IMGUI_API void ImGui_ImplDX10_Shutdown();
IMGUI_API void ImGui_ImplDX10_NewFrame();
IMGUI_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplDX10_CreateDeviceObjects();