imgui_impl_dx10.h 1.2 KB

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  1. // ImGui Renderer for: DirectX10
  2. // This needs to be used along with a Platform Binding (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  5. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  6. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  7. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  8. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  9. // https://github.com/ocornut/imgui
  10. struct ID3D10Device;
  11. IMGUI_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
  12. IMGUI_API void ImGui_ImplDX10_Shutdown();
  13. IMGUI_API void ImGui_ImplDX10_NewFrame();
  14. IMGUI_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
  15. // Use if you want to reset your rendering device without losing ImGui state.
  16. IMGUI_API void ImGui_ImplDX10_InvalidateDeviceObjects();
  17. IMGUI_API bool ImGui_ImplDX10_CreateDeviceObjects();