2015-12-03 20:18:35 +08:00
// ImGui Win32 + DirectX10 binding
2016-03-24 18:00:47 +08:00
// In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
2015-12-04 02:32:01 +08:00
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
2015-12-03 20:18:35 +08:00
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
2015-12-04 02:32:01 +08:00
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
2015-12-03 20:18:35 +08:00
// https://github.com/ocornut/imgui
struct ID3D10Device ;
IMGUI_API bool ImGui_ImplDX10_Init ( void * hwnd , ID3D10Device * device ) ;
IMGUI_API void ImGui_ImplDX10_Shutdown ( ) ;
IMGUI_API void ImGui_ImplDX10_NewFrame ( ) ;
// 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 ( ) ;
// 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.
/*
IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
*/