2020-10-12 17:34:22 +02:00
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// dear imgui: Renderer Backend for DirectX11
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// This needs to be used along with a Platform Backend (e.g. Win32)
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2018-02-05 20:34:11 +01:00
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// Implemented features:
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2019-10-16 11:23:15 +02:00
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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2023-02-07 12:24:42 +01:00
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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2016-03-24 11:00:47 +01:00
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2021-05-27 13:59:35 +02:00
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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2020-10-14 12:22:53 +02:00
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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2015-03-09 14:45:23 +01:00
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2018-11-01 20:56:36 +01:00
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#pragma once
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2020-04-07 11:02:29 +02:00
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#include "imgui.h" // IMGUI_IMPL_API
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2020-04-06 20:23:57 +02:00
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2015-03-09 14:45:23 +01:00
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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2018-06-21 12:04:00 +02:00
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IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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2015-03-09 14:45:23 +01:00
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2020-04-07 11:02:29 +02:00
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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2018-06-21 12:04:00 +02:00
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IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
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