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authorrtk0c <[email protected]>2021-03-27 23:01:07 -0700
committerrtk0c <[email protected]>2021-03-27 23:01:07 -0700
commit442d2d75d71bbc057e667edc301a79fa1cc813be (patch)
treeb5d1e5068a4d481bc6bcd72dca851ac7a85bf7e4 /3rdparty/imgui/backend/imgui_impl_dx11.h
Initial setup
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+// 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();