50 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			50 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
// dear imgui: Renderer Backend for DirectX10
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// 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:
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// - FAQ                  https://dearimgui.com/faq
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// - Getting Started      https://dearimgui.com/getting-started
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// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#pragma once
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#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;
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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);
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IMGUI_IMPL_API void     ImGui_ImplDX10_Shutdown();
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IMGUI_IMPL_API void     ImGui_ImplDX10_NewFrame();
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IMGUI_IMPL_API void     ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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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.
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IMGUI_IMPL_API void     ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplDX10_RenderState
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{
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    ID3D10Device*           Device;
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    ID3D10SamplerState*     SamplerDefault;
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    ID3D10Buffer*           VertexConstantBuffer;
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};
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#endif // #ifndef IMGUI_DISABLE
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