mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-05 06:57:13 +08:00
7feccf9ab2
# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx10.h # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx11.h # examples/imgui_impl_dx9.cpp # examples/imgui_impl_dx9.h # examples/imgui_impl_glfw.cpp # examples/imgui_impl_opengl2.cpp # examples/imgui_impl_opengl2.h # examples/imgui_impl_opengl3.cpp # examples/imgui_impl_opengl3.h # imgui.cpp
25 lines
1.2 KiB
C
25 lines
1.2 KiB
C
// dear imgui: Renderer for DirectX10
|
|
// This needs to be used along with a Platform Binding (e.g. Win32)
|
|
|
|
// Implemented features:
|
|
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
|
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
|
|
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
|
// https://github.com/ocornut/imgui
|
|
|
|
#pragma once
|
|
|
|
struct ID3D10Device;
|
|
|
|
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
|
|
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
|
|
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
|
|
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
|
|
|
|
// Use if you want to reset your rendering device without losing ImGui state.
|
|
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
|
|
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
|