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Examples: imgui_impl* functions declared with IMGUI_API to ease copy & pasting into projects using DLL
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@ -172,7 +172,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
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}
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LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
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IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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ImGuiIO& io = ImGui::GetIO();
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switch (msg)
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@ -4,17 +4,17 @@
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
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void ImGui_ImplDX11_Shutdown();
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void ImGui_ImplDX11_NewFrame();
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IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_API void ImGui_ImplDX11_Shutdown();
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IMGUI_API void ImGui_ImplDX11_NewFrame();
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// Use if you want to reset your rendering device without losing ImGui state.
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void ImGui_ImplDX11_InvalidateDeviceObjects();
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bool ImGui_ImplDX11_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects();
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// Handler for Win32 messages, update mouse/keyboard data.
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
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/*
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extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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*/
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