mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 17:37:00 +00:00
c72040a715
# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx10.h # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx11.h # examples/imgui_impl_dx9.cpp # examples/imgui_impl_dx9.h # examples/imgui_impl_opengl3.cpp # examples/imgui_impl_opengl3.h # examples/imgui_impl_osx.h # examples/imgui_impl_osx.mm # imgui.cpp # imgui.h # imgui_demo.cpp # imgui_internal.h
26 lines
1.2 KiB
C
26 lines
1.2 KiB
C
// dear imgui: Renderer for DirectX11
|
|
// This needs to be used along with a Platform Binding (e.g. Win32)
|
|
|
|
// Implemented features:
|
|
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
|
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
|
|
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
|
// https://github.com/ocornut/imgui
|
|
|
|
#pragma once
|
|
|
|
struct ID3D11Device;
|
|
struct ID3D11DeviceContext;
|
|
|
|
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);
|
|
|
|
// Use if you want to reset your rendering device without losing ImGui state.
|
|
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
|
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|