imgui_impl_dx11.h 1.4 KB

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  1. // ImGui Win32 + DirectX11 binding
  2. // In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
  3. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  4. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  5. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  6. // https://github.com/ocornut/imgui
  7. struct ID3D11Device;
  8. struct ID3D11DeviceContext;
  9. IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
  10. IMGUI_API void ImGui_ImplDX11_Shutdown();
  11. IMGUI_API void ImGui_ImplDX11_NewFrame();
  12. // Use if you want to reset your rendering device without losing ImGui state.
  13. IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects();
  14. IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects();
  15. // Handler for Win32 messages, update mouse/keyboard data.
  16. // You may or not need this for your implementation, but it can serve as reference for handling inputs.
  17. // Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
  18. /*
  19. IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  20. */