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# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx10.h # examples/imgui_impl_dx11.cpp # examples/imgui_impl_glfw.cpp # examples/imgui_impl_glfw.h # examples/imgui_impl_opengl2.cpp # examples/imgui_impl_opengl2.h # examples/imgui_impl_opengl3.cpp # examples/imgui_impl_sdl.cpp # examples/imgui_impl_sdl.h # examples/imgui_impl_vulkan.h # examples/imgui_impl_win32.cpp
24 lines
1.3 KiB
C
24 lines
1.3 KiB
C
// ImGui Renderer for: DirectX11
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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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
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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IMGUI_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_API void ImGui_ImplDX11_Shutdown();
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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();
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IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects();
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