From 442d2d75d71bbc057e667edc301a79fa1cc813be Mon Sep 17 00:00:00 2001 From: rtk0c Date: Sat, 27 Mar 2021 23:01:07 -0700 Subject: Initial setup --- 3rdparty/imgui/backend/imgui_impl_dx11.h | 25 +++++++++++++++++++++++++ 1 file changed, 25 insertions(+) create mode 100644 3rdparty/imgui/backend/imgui_impl_dx11.h (limited to '3rdparty/imgui/backend/imgui_impl_dx11.h') 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(); -- cgit v1.2.3-70-g09d2