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// ImGui Win32 + DirectX11 binding
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// Implemented features:
// [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
struct ID3D11Device ;
struct ID3D11DeviceContext ;
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IMGUI_API bool ImGui_ImplDX11_Init ( void * hwnd , ID3D11Device * device , ID3D11DeviceContext * device_context ) ;
IMGUI_API void ImGui_ImplDX11_Shutdown ( ) ;
IMGUI_API void ImGui_ImplDX11_NewFrame ( ) ;
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IMGUI_API void ImGui_ImplDX11_RenderDrawData ( ImDrawData * draw_data ) ;
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects ( ) ;
IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects ( ) ;
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// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
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IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
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*/