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imgui/examples/imgui_impl_dx11.h
omar c72040a715 Merge branch 'master' into docking
# 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
2019-05-29 16:20:26 +02:00

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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();