30 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			30 lines
		
	
	
		
			1.4 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 ImTextureID. Read the FAQ about ImTextureID!
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//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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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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// 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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#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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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 void     ImGui_ImplDX10_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool     ImGui_ImplDX10_CreateDeviceObjects();
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#endif // #ifndef IMGUI_DISABLE
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