// 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. // [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled). // 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();