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