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// dear imgui: Renderer Backend for DirectX10
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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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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// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
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# pragma once
# include "imgui.h" // IMGUI_IMPL_API
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# ifndef IMGUI_DISABLE
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struct ID3D10Device ;
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struct ID3D10SamplerState ;
struct ID3D10Buffer ;
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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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 Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects ( ) ;
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IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects ( ) ;
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture ( ImTextureData * tex ) ;
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// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX10_RenderState
{
ID3D10Device * Device ;
ID3D10SamplerState * SamplerDefault ;
ID3D10Buffer * VertexConstantBuffer ;
} ;
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# endif // #ifndef IMGUI_DISABLE