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imgui_impl_dx11.h 1.5 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: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  6. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
  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. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  10. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  11. #pragma once
  12. #include "imgui.h" // IMGUI_IMPL_API
  13. struct ID3D11Device;
  14. struct ID3D11DeviceContext;
  15. IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
  16. IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
  17. IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
  18. IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
  19. // Use if you want to reset your rendering device without losing Dear ImGui state.
  20. IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
  21. IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();