imgui_impl_dx11.h 1.6 KB

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  1. // dear imgui: Renderer Backend for DirectX11
  2. // This needs to be used along with a Platform Backend (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
  5. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
  6. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  7. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  8. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  9. // Learn about Dear ImGui:
  10. // - FAQ https://dearimgui.com/faq
  11. // - Getting Started https://dearimgui.com/getting-started
  12. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  13. // - Introduction, links and more at the top of imgui.cpp
  14. #pragma once
  15. #include "imgui.h" // IMGUI_IMPL_API
  16. #ifndef IMGUI_DISABLE
  17. struct ID3D11Device;
  18. struct ID3D11DeviceContext;
  19. IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
  20. IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
  21. IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
  22. IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
  23. // Use if you want to reset your rendering device without losing Dear ImGui state.
  24. IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
  25. IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
  26. #endif // #ifndef IMGUI_DISABLE