diff options
author | rtk0c <[email protected]> | 2021-03-27 23:01:07 -0700 |
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committer | rtk0c <[email protected]> | 2021-03-27 23:01:07 -0700 |
commit | 442d2d75d71bbc057e667edc301a79fa1cc813be (patch) | |
tree | b5d1e5068a4d481bc6bcd72dca851ac7a85bf7e4 /3rdparty/imgui/backend/imgui_impl_dx11.h |
Initial setup
Diffstat (limited to '3rdparty/imgui/backend/imgui_impl_dx11.h')
-rw-r--r-- | 3rdparty/imgui/backend/imgui_impl_dx11.h | 25 |
1 files changed, 25 insertions, 0 deletions
diff --git a/3rdparty/imgui/backend/imgui_impl_dx11.h b/3rdparty/imgui/backend/imgui_impl_dx11.h new file mode 100644 index 0000000..03fee14 --- /dev/null +++ b/3rdparty/imgui/backend/imgui_impl_dx11.h @@ -0,0 +1,25 @@ +// dear imgui: Renderer Backend for DirectX11 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +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 Dear ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); |