28 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			28 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| // 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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| 
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| // Implemented features:
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| //  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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| //  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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| //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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| 
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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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| // 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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| 
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| #pragma once
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| #include "imgui.h"      // IMGUI_IMPL_API
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| 
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| struct ID3D11Device;
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| struct ID3D11DeviceContext;
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| 
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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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| 
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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 void     ImGui_ImplDX11_InvalidateDeviceObjects();
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| IMGUI_IMPL_API bool     ImGui_ImplDX11_CreateDeviceObjects();
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