2020-10-12 23:34:22 +08:00
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// dear imgui: Renderer Backend for DirectX11
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// This needs to be used along with a Platform Backend (e.g. Win32)
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2018-02-06 03:34:11 +08:00
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// Implemented features:
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2019-10-16 17:23:15 +08:00
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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2019-11-20 18:58:25 +08:00
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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2016-03-24 18:00:47 +08:00
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2021-05-27 19:59:35 +08:00
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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2020-10-14 18:22:53 +08:00
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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2015-03-09 21:45:23 +08:00
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2018-11-02 03:56:36 +08:00
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#pragma once
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2020-04-07 17:02:29 +08:00
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#include "imgui.h" // IMGUI_IMPL_API
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2020-04-07 02:23:57 +08:00
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2015-03-09 21:45:23 +08:00
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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2018-06-21 18:04:00 +08:00
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IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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2015-03-09 21:45:23 +08:00
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2020-04-07 17:02:29 +08:00
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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2018-06-21 18:04:00 +08:00
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IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
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