2018-06-08 19:37:33 +02:00
// ImGui Renderer for: DirectX10
// This needs to be used along with a Platform Binding (e.g. Win32)
2018-02-05 20:34:11 +01:00
// Implemented features:
2018-06-11 12:33:51 +02:00
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
2016-03-24 11:00:47 +01:00
2015-12-03 19:32:01 +01:00
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
2015-12-03 13:18:35 +01:00
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
2015-12-03 19:32:01 +01:00
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
2015-12-03 13:18:35 +01:00
// https://github.com/ocornut/imgui
struct ID3D10Device ;
2018-06-08 19:37:33 +02:00
IMGUI_API bool ImGui_ImplDX10_Init ( ID3D10Device * device ) ;
2015-12-03 13:18:35 +01:00
IMGUI_API void ImGui_ImplDX10_Shutdown ( ) ;
IMGUI_API void ImGui_ImplDX10_NewFrame ( ) ;
2018-02-16 19:18:16 +01:00
IMGUI_API void ImGui_ImplDX10_RenderDrawData ( ImDrawData * draw_data ) ;
2015-12-03 13:18:35 +01:00
// 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 ( ) ;