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Read examples/README.txt for some details. ImDrawData: Added DisplayPos, DisplaySize fields honored by all backends (not strictly necessary to honor just now, but doing it to be ahead)
22 lines
1.1 KiB
C
22 lines
1.1 KiB
C
// ImGui Renderer for: DirectX9
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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] User texture binding. Use 'LPDIRECT3DTEXTURE9' 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
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struct IDirect3DDevice9;
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IMGUI_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
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IMGUI_API void ImGui_ImplDX9_Shutdown();
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IMGUI_API void ImGui_ImplDX9_NewFrame();
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IMGUI_API void ImGui_ImplDX9_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_ImplDX9_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX9_CreateDeviceObjects();
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